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		<title>XcomUtil</title>
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		<updated>2018-11-17T13:36:34Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Add more links to the download since original site apparently does not have a link anymore. I think these are the right ones...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com] or [https://sites.google.com/site/bladefirelight/ sites.google.com/site/bladefirelight/] or &lt;br /&gt;
[http://web.archive.org/web/20181117131803/https://sites.google.com/site/bladefirelight/download/XcomUtil%209.7.zip here].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD thanks to integration of Blade&#039;s [http://www.xcomufo.com/forums/index.php?showtopic=8742 Research Bug Fixer] (9.7 only, for earlier use the [[TRTBAG]] or hack the fixer into earlier versions by downloading a copy of 9.7 and finding it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copying the exe to the location of xcomutil and adding it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed with latter method).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27864</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27864"/>
		<updated>2010-03-17T01:50:16Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Fixed Bugs */ spelling police - I hope no one minds this...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Discussion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does the SHP flag still work, after the changes to how XCOMUTIL.CFG is assembled? I just tried it, after rerunning XCUSETUP.BAT (Dosbox 0.72 under Ubuntu). XCOMUTIL SHP produces no output. XCOMUTIL SHP:CFG WRT writes GEOSCAPE.EXE, but nothing seems to change. During XCUSETUP I see the expected &amp;quot;Patch applied, ship data updated from CFG&amp;quot; (or whatever). [[User:Spike|Spike]] 17:40, 16 March 2010 (EDT)&lt;br /&gt;
:: Yes it works fine. your mistyping the command.  it&#039;s &amp;quot;xcomutil ufoexe shp:cfg wrt&amp;quot; Second argument must be the target folder. Line 42 and 1266 of XcommUtil.txt.&lt;br /&gt;
::: Thanks! And I thought I&#039;d read the manual. [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Research Help from Captured Aliens awards research help without checking first if you have Alien Containment at the base of origin. Resulting in dead aliens helping you with your enquiries! Possibly only applies to AutoCombat? [[User:Spike|Spike]] 21:05, 14 March 2010 (EDT)&lt;br /&gt;
:: Ideally it would not only check for containment but also have a research item for it and check on how many scientist days had been reduced since the last combat and use that as a value for how much you get form the aliens still in containment. But that could just be a pipe dream. Checking for containment for now is a good idea. --[[User:BladeFireLight|BladeFireLight]] 15:35, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strange issue. I succeed in an AutoCombat terror mission (117%) but the mission is resolved partially as if I had actually aborted the mission - all Civilians die, even though I could see 3-4 alive, my 13 soldiers outside the Skyranger go MIA, even the one who was killed by AutoCombat, and only my sergeant standing in the Skyranger makes it back. The problem is repeatable. On one occasion the sergeant was killed randomly by AutoCombat, meaning that the Skyranger flew back by itself, empty. Obviously this should never happen. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve uploaded the [[Media:MIAoverload.zip|AutoCombat game save file]]. Incidentally this shows how to &#039;game&#039; the current AutoCombat rules: Take maximum soldiers, no tanks. You give everyone a Rocket Launcher, they only need 1 Lg Rocket in it. Until you get Heavy Lasers, then replace the Rocket Launchers with them. Next replace with Heavy Plasmas. This approach always gives you maximum damage per soldier, and thus maximum chance of getting the +15 bonus for the W:3- rule. [[User:Spike|Spike]] 19:02, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmmm. Scott&#039;s MIA recovery raised an army of undead from those that died of fatal wounds. Mine only effects mind controlled units.  The issue is telling who is dead and who is left behind. &lt;br /&gt;
&lt;br /&gt;
Units from your saved game looked like this(on by Autocombat).&lt;br /&gt;
&lt;br /&gt;
 Shuji Okabe: Left behind (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 1.0.0.0.0.0.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.0.0.0.0.0.1.0 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Yoko Fujimoto: On Craft (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 1.1.0.0.0.0.0.0 (bit 2 == 1 Unit Standing [Active])&lt;br /&gt;
  UnitRef[0x78] 0.0.0.1.0.0.0.0 (bit 1 == 0 Unit Alive)&lt;br /&gt;
&lt;br /&gt;
From Bomb Blokes undead army MIA Test save (won by killing aliens).&lt;br /&gt;
 &lt;br /&gt;
 Spencer Bryant: Lived (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 0.1.0.0.0.1.0.0 (bit 2 == 1 Unit Standing [Active])&lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.1.0.0.0.0.0.1 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Oscar Thompson: Bleed to death (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  UnitRef[0x78] 0.1.0.0.0.0.0.1 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Virgil Hudson: Killed by Aliens (Health == 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  UnitRef[0x78] 1.1.0.0.0.0.0.1 (bit 1 == 1 Unit Dead)&lt;br /&gt;
 &lt;br /&gt;
So right now I&#039;m at a loss of how to detect tell the difference between thoes that are left behind and thoes that are dead.&lt;br /&gt;
&lt;br /&gt;
:There must be something odd about my save game that takes 13 live soldiers and makes them all MIA on an abort. I wonder if it is something to do with the one guy who is still on the transport. I&#039;m sure I&#039;ve never seen an MIA after an AutoCombat victory, or defeat, before. Of course, after a victory, no one should be MIA. In a defeat, in theory AutoCombat could (but doesn&#039;t?) allocate some soldiers as MIAs. For the bleeding to death problem, perhaps you could check whether Health &amp;lt;= Fatal Wounds. In the normal game this might be an ambiguous borderline case? Treat it unambiguously - kill any soldiers matching that condition. In XComUtil after-combat messages, perhaps emit the message &amp;quot;So-and-so died from his/her wounds aboard the transport&amp;quot;. &lt;br /&gt;
:But I guess the problem is not what XComUtil does, but how to &amp;quot;communicate&amp;quot; back to the game engine that the soldiers are alive and well and not MIA? Surely the game&#039;s logic must be &#039;&#039;&#039;first&#039;&#039;&#039; to determine if the battle was aborted, and only then to decide who was left behind on the battlefield vs who died vs who was on the transport and got home? Surely Scott&#039;s logic must intercept this abort flag, and &#039;&#039;then un-set it&#039;&#039;?. &lt;br /&gt;
:By the way, in the listing above I&#039;m not sure whether the least significant bit is at the left or the right? [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
:: I&#039;m guessing it&#039;s a bitfield not a number, so LSB/MSB doesn&#039;t exist. [[User:Cesium|Cesium]] 21:27, 16 March 2010 (EDT)&lt;br /&gt;
::: Yes it&#039;s a bit field. I linked to the wiki page with the description.  The game engine doesn&#039;t need to tell why some one got removed from the game. Tatical calculates the score. --[[User:BladeFireLight|BladeFireLight]] 21:38, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independently to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS environments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drastically reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: doesn&#039;t appear until after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat gets truncated with selecting any improved weapon.&lt;br /&gt;
:*Fixed: This happens because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error during backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now using 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recovery no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocombat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM doesnt give access by default to the command prompt. If you know how to add that then you should know enough of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unaware that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the difficulty patch and changing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skipped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly during Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Dart Gun &lt;br /&gt;
&lt;br /&gt;
On the other hand, the Dart Gun really is useless, even as a last ditch personal defence weapon.  Auto mode, with very low accuracy (10%?), would at least give it some value as a defensive sidearm for medics, heavy weapons troops, etc. Scouts and others carrying a scanner or grenade in the other hand would still be better off using a Jet Harpoon, or even an AP HydroJet Cannon, one-handed. [[User:Spike|Spike]] 03:47, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness - Tested OK (except IN Rkt)&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. To be Tested. These values are probably too high.&lt;br /&gt;
 //NB we are not indicating damage here, that is already calculated by the &amp;quot;effective&amp;quot; function. we are just&lt;br /&gt;
 //factoring in the possibility of hitting multiple targets because of the area effect&lt;br /&gt;
 //ToDo: needs compensating bonus for aliens (grenades?). should not be cumulative on the same unit. &lt;br /&gt;
 //Also: add check if weapon is &amp;quot;effective&amp;quot; (at GZ) ?&lt;br /&gt;
 +25  u:-2 W:-40 W:-41 //U:           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43 //U:           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +5   u:-2 W:-4  W:-6  //U:           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10 //U:           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 &lt;br /&gt;
 -25  u:4-14 W:-40 W:-41 //U:	      // Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 -10  u:4-14 W:-42 W:-43 //U:	      // Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Having tested the HC and AC rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. To be tested&lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -1   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -1   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -1   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -1   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
::On reflection flying is hardly any advantage for aliens, it usually just makes them easier targets with no cover. I guess it helps with avoiding HE splash. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (not +1 per grenade!) //Tested OK&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +3   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod //Tested OK&lt;br /&gt;
 +3   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above) //Tested OK&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades (this needs to be an OR block, so it&#039;s not cumulative for each grenade type)&lt;br /&gt;
 +2   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 +2   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: One per unit tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect //Tested OK&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It would be nice, in a future version of AutoCombat, to have some way of ORing rules together. Using the U: construct as a &#039;break&#039; only allows you to have one single OR block per unit type (I think). [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* The battle report screen after AutoCombat does not report the number of Alien Artefacts recovered. This gives score I believe. Is it because it&#039;s hard to populate whatever data structure the game reads in order to generate the Artefact count? As I understand it, anything you haven&#039;t yet researched is an Artefact, and awards some score for recovering it. Anyway, fixing this would be nice-to-have. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* It would be nice to compensate for the [[Known_Bugs#Equip_Phase_Ammo_Load_Error|Equip Phase Ammo Load Bug]] [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Focused Research Help ===&lt;br /&gt;
&lt;br /&gt;
There is a minor and probably unintended consequence of Research Help from Captured Aliens. Normally when you capture a new alien artefact that opens up a new research project, you start the research project - typically with 0 Scientists - and then immediately sell the artefact. The problem with this for Research Help is that you soon have a huge number of projects underway. Then any Research Help tends to get very widely dispersed across all active projects (since it always goes to the project where the biggest reduction can be made, i.e. the projects furthest from completion). The result is that projects are completed only rarely, and progress is made on a broad front but without delivering much. Currently, to avoid this, it is necessary to keep single alien artefacts around in Stores, waiting for the time when the project they open up becomes a priority. In a way, this is interesting and challenging. In another way, it is a headache and take away vital cash. &lt;br /&gt;
&lt;br /&gt;
You might argue that the trick above is a kind of exploit and should not be done. I don&#039;t know, maybe. But it is a common practice. &lt;br /&gt;
&lt;br /&gt;
A solution, hopefully fairly easy to implement, is to only consider Research Help for projects which have actually made some progress, e.g. more than 1 scientist day has been applied to them. &lt;br /&gt;
&lt;br /&gt;
In the meantime, maybe put a warning to players in the XCUSETUP script, to keep their research projects to a smaller number when using Research Help from Aliens. [[User:Spike|Spike]] 21:10, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gauss Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Laser Cannon ===&lt;br /&gt;
The &amp;quot;Advance Laser Weapons&amp;quot; option only nerfs the Laser Cannon (raising cost and reducing profitability but not changing any damage/range values. Previously xcomutil modified them unconditionally). I wonder if that&#039;s the best result - should damage and/or range be raised to make the cannon useful or to compensate? Most commanders don&#039;t use the cannon as is, but maybe it&#039;s prejudice... [[User:Cesium|Cesium]] 21:36, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Note this isn&#039;t a &amp;quot;rebalancing issue&amp;quot; compared to the other weapons - I&#039;m talking about (maybe) balancing for the increased cost of production and lower profit. [[User:Cesium|Cesium]] 21:41, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27863</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27863"/>
		<updated>2010-03-17T01:44:57Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Advanced Laser Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Discussion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does the SHP flag still work, after the changes to how XCOMUTIL.CFG is assembled? I just tried it, after rerunning XCUSETUP.BAT (Dosbox 0.72 under Ubuntu). XCOMUTIL SHP produces no output. XCOMUTIL SHP:CFG WRT writes GEOSCAPE.EXE, but nothing seems to change. During XCUSETUP I see the expected &amp;quot;Patch applied, ship data updated from CFG&amp;quot; (or whatever). [[User:Spike|Spike]] 17:40, 16 March 2010 (EDT)&lt;br /&gt;
:: Yes it works fine. your mistyping the command.  it&#039;s &amp;quot;xcomutil ufoexe shp:cfg wrt&amp;quot; Second argument must be the target folder. Line 42 and 1266 of XcommUtil.txt.&lt;br /&gt;
::: Thanks! And I thought I&#039;d read the manual. [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Research Help from Captured Aliens awards research help without checking first if you have Alien Containment at the base of origin. Resulting in dead aliens helping you with your enquiries! Possibly only applies to AutoCombat? [[User:Spike|Spike]] 21:05, 14 March 2010 (EDT)&lt;br /&gt;
:: Ideally it would not only check for containment but also have a research item for it and check on how many scientist days had been reduced since the last combat and use that as a value for how much you get form the aliens still in containment. But that could just be a pipe dream. Checking for containment for now is a good idea. --[[User:BladeFireLight|BladeFireLight]] 15:35, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strange issue. I succeed in an AutoCombat terror mission (117%) but the mission is resolved partially as if I had actually aborted the mission - all Civilians die, even though I could see 3-4 alive, my 13 soldiers outside the Skyranger go MIA, even the one who was killed by AutoCombat, and only my sergeant standing in the Skyranger makes it back. The problem is repeatable. On one occasion the sergeant was killed randomly by AutoCombat, meaning that the Skyranger flew back by itself, empty. Obviously this should never happen. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve uploaded the [[Media:MIAoverload.zip|AutoCombat game save file]]. Incidentally this shows how to &#039;game&#039; the current AutoCombat rules: Take maximum soldiers, no tanks. You give everyone a Rocket Launcher, they only need 1 Lg Rocket in it. Until you get Heavy Lasers, then replace the Rocket Launchers with them. Next replace with Heavy Plasmas. This approach always gives you maximum damage per soldier, and thus maximum chance of getting the +15 bonus for the W:3- rule. [[User:Spike|Spike]] 19:02, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmmm. Scott&#039;s MIA recovery raised an army of undead from those that died of fatal wounds. Mine only effects mind controlled units.  The issue is telling who is dead and who is left behind. &lt;br /&gt;
&lt;br /&gt;
Units from your saved game looked like this(on by Autocombat).&lt;br /&gt;
&lt;br /&gt;
 Shuji Okabe: Left behind (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 1.0.0.0.0.0.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.0.0.0.0.0.1.0 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Yoko Fujimoto: On Craft (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 1.1.0.0.0.0.0.0 (bit 2 == 1 Unit Standing [Active])&lt;br /&gt;
  UnitRef[0x78] 0.0.0.1.0.0.0.0 (bit 1 == 0 Unit Alive)&lt;br /&gt;
&lt;br /&gt;
From Bomb Blokes undead army MIA Test save (won by killing aliens).&lt;br /&gt;
 &lt;br /&gt;
 Spencer Bryant: Lived (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 0.1.0.0.0.1.0.0 (bit 2 == 1 Unit Standing [Active])&lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.1.0.0.0.0.0.1 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Oscar Thompson: Bleed to death (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  UnitRef[0x78] 0.1.0.0.0.0.0.1 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Virgil Hudson: Killed by Aliens (Health == 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  UnitRef[0x78] 1.1.0.0.0.0.0.1 (bit 1 == 1 Unit Dead)&lt;br /&gt;
 &lt;br /&gt;
So right now I&#039;m at a loss of how to detect tell the difference between thoes that are left behind and thoes that are dead.&lt;br /&gt;
&lt;br /&gt;
:There must be something odd about my save game that takes 13 live soldiers and makes them all MIA on an abort. I wonder if it is something to do with the one guy who is still on the transport. I&#039;m sure I&#039;ve never seen an MIA after an AutoCombat victory, or defeat, before. Of course, after a victory, no one should be MIA. In a defeat, in theory AutoCombat could (but doesn&#039;t?) allocate some soldiers as MIAs. For the bleeding to death problem, perhaps you could check whether Health &amp;lt;= Fatal Wounds. In the normal game this might be an ambiguous borderline case? Treat it unambiguously - kill any soldiers matching that condition. In XComUtil after-combat messages, perhaps emit the message &amp;quot;So-and-so died from his/her wounds aboard the transport&amp;quot;. &lt;br /&gt;
:But I guess the problem is not what XComUtil does, but how to &amp;quot;communicate&amp;quot; back to the game engine that the soldiers are alive and well and not MIA? Surely the game&#039;s logic must be &#039;&#039;&#039;first&#039;&#039;&#039; to determine if the battle was aborted, and only then to decide who was left behind on the battlefield vs who died vs who was on the transport and got home? Surely Scott&#039;s logic must intercept this abort flag, and &#039;&#039;then un-set it&#039;&#039;?. &lt;br /&gt;
:By the way, in the listing above I&#039;m not sure whether the least significant bit is at the left or the right? [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
:: I&#039;m guessing it&#039;s a bitfield not a number, so LSB/MSB doesn&#039;t exist. [[User:Cesium|Cesium]] 21:27, 16 March 2010 (EDT)&lt;br /&gt;
::: Yes it&#039;s a bit field. I linked to the wiki page with the description.  The game engine doesn&#039;t need to tell why some one got removed from the game. Tatical calculates the score. --[[User:BladeFireLight|BladeFireLight]] 21:38, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independantly to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS envirments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drasticly reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: dosent apear untill after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat get&#039;s trunkated with slecting any improved weapon.&lt;br /&gt;
:*Fixed: This happend because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error dureing backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now useing 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recoverty no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocmbat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM dosent give access by default to the command prompt. If you know how to add that then you should know enought of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly dering Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Dart Gun &lt;br /&gt;
&lt;br /&gt;
On the other hand, the Dart Gun really is useless, even as a last ditch personal defence weapon.  Auto mode, with very low accuracy (10%?), would at least give it some value as a defensive sidearm for medics, heavy weapons troops, etc. Scouts and others carrying a scanner or grenade in the other hand would still be better off using a Jet Harpoon, or even an AP HydroJet Cannon, one-handed. [[User:Spike|Spike]] 03:47, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness - Tested OK (except IN Rkt)&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. To be Tested. These values are probably too high.&lt;br /&gt;
 //NB we are not indicating damage here, that is already calculated by the &amp;quot;effective&amp;quot; function. we are just&lt;br /&gt;
 //factoring in the possibility of hitting multiple targets because of the area effect&lt;br /&gt;
 //ToDo: needs compensating bonus for aliens (grenades?). should not be cumulative on the same unit. &lt;br /&gt;
 //Also: add check if weapon is &amp;quot;effective&amp;quot; (at GZ) ?&lt;br /&gt;
 +25  u:-2 W:-40 W:-41 //U:           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43 //U:           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +5   u:-2 W:-4  W:-6  //U:           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10 //U:           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 &lt;br /&gt;
 -25  u:4-14 W:-40 W:-41 //U:	      // Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 -10  u:4-14 W:-42 W:-43 //U:	      // Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Having tested the HC and AC rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. To be tested&lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -1   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -1   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -1   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -1   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
::On reflection flying is hardly any advantage for aliens, it usually just makes them easier targets with no cover. I guess it helps with avoiding HE splash. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (not +1 per grenade!) //Tested OK&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +3   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod //Tested OK&lt;br /&gt;
 +3   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above) //Tested OK&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades (this needs to be an OR block, so it&#039;s not cumulative for each grenade type)&lt;br /&gt;
 +2   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 +2   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: One per unit tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect //Tested OK&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It would be nice, in a future version of AutoCombat, to have some way of ORing rules together. Using the U: construct as a &#039;break&#039; only allows you to have one single OR block per unit type (I think). [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* The battle report screen after AutoCombat does not report the number of Alien Artefacts recovered. This gives score I believe. Is it because it&#039;s hard to populate whatever data structure the game reads in order to generate the Artefact count? As I understand it, anything you haven&#039;t yet researched is an Artefact, and awards some score for recovering it. Anyway, fixing this would be nice-to-have. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* It would be nice to compensate for the [[Known_Bugs#Equip_Phase_Ammo_Load_Error|Equip Phase Ammo Load Bug]] [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Focused Research Help ===&lt;br /&gt;
&lt;br /&gt;
There is a minor and probably unintended consequence of Research Help from Captured Aliens. Normally when you capture a new alien artefact that opens up a new research project, you start the research project - typically with 0 Scientists - and then immediately sell the artefact. The problem with this for Research Help is that you soon have a huge number of projects underway. Then any Research Help tends to get very widely dispersed across all active projects (since it always goes to the project where the biggest reduction can be made, i.e. the projects furthest from completion). The result is that projects are completed only rarely, and progress is made on a broad front but without delivering much. Currently, to avoid this, it is necessary to keep single alien artefacts around in Stores, waiting for the time when the project they open up becomes a priority. In a way, this is interesting and challenging. In another way, it is a headache and take away vital cash. &lt;br /&gt;
&lt;br /&gt;
You might argue that the trick above is a kind of exploit and should not be done. I don&#039;t know, maybe. But it is a common practice. &lt;br /&gt;
&lt;br /&gt;
A solution, hopefully fairly easy to implement, is to only consider Research Help for projects which have actually made some progress, e.g. more than 1 scientist day has been applied to them. &lt;br /&gt;
&lt;br /&gt;
In the meantime, maybe put a warning to players in the XCUSETUP script, to keep their research projects to a smaller number when using Research Help from Aliens. [[User:Spike|Spike]] 21:10, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gauss Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Laser Cannon ===&lt;br /&gt;
The &amp;quot;Advance Laser Weapons&amp;quot; option only nerfs the Laser Cannon (raising cost and reducing profitability but not changing any damage/range values. Previously xcomutil modified them unconditionally). I wonder if that&#039;s the best result - should damage and/or range be raised to make the cannon useful or to compensate? Most commanders don&#039;t use the cannon as is, but maybe it&#039;s prejudice... [[User:Cesium|Cesium]] 21:36, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Note this isn&#039;t a &amp;quot;rebalancing issue&amp;quot; compared to the other weapons - I&#039;m talking about (maybe) balancing for the increased cost of production and lower profit. [[User:Cesium|Cesium]] 21:41, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27862</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27862"/>
		<updated>2010-03-17T01:41:19Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Advanced Laser Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Discussion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does the SHP flag still work, after the changes to how XCOMUTIL.CFG is assembled? I just tried it, after rerunning XCUSETUP.BAT (Dosbox 0.72 under Ubuntu). XCOMUTIL SHP produces no output. XCOMUTIL SHP:CFG WRT writes GEOSCAPE.EXE, but nothing seems to change. During XCUSETUP I see the expected &amp;quot;Patch applied, ship data updated from CFG&amp;quot; (or whatever). [[User:Spike|Spike]] 17:40, 16 March 2010 (EDT)&lt;br /&gt;
:: Yes it works fine. your mistyping the command.  it&#039;s &amp;quot;xcomutil ufoexe shp:cfg wrt&amp;quot; Second argument must be the target folder. Line 42 and 1266 of XcommUtil.txt.&lt;br /&gt;
::: Thanks! And I thought I&#039;d read the manual. [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Research Help from Captured Aliens awards research help without checking first if you have Alien Containment at the base of origin. Resulting in dead aliens helping you with your enquiries! Possibly only applies to AutoCombat? [[User:Spike|Spike]] 21:05, 14 March 2010 (EDT)&lt;br /&gt;
:: Ideally it would not only check for containment but also have a research item for it and check on how many scientist days had been reduced since the last combat and use that as a value for how much you get form the aliens still in containment. But that could just be a pipe dream. Checking for containment for now is a good idea. --[[User:BladeFireLight|BladeFireLight]] 15:35, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strange issue. I succeed in an AutoCombat terror mission (117%) but the mission is resolved partially as if I had actually aborted the mission - all Civilians die, even though I could see 3-4 alive, my 13 soldiers outside the Skyranger go MIA, even the one who was killed by AutoCombat, and only my sergeant standing in the Skyranger makes it back. The problem is repeatable. On one occasion the sergeant was killed randomly by AutoCombat, meaning that the Skyranger flew back by itself, empty. Obviously this should never happen. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve uploaded the [[Media:MIAoverload.zip|AutoCombat game save file]]. Incidentally this shows how to &#039;game&#039; the current AutoCombat rules: Take maximum soldiers, no tanks. You give everyone a Rocket Launcher, they only need 1 Lg Rocket in it. Until you get Heavy Lasers, then replace the Rocket Launchers with them. Next replace with Heavy Plasmas. This approach always gives you maximum damage per soldier, and thus maximum chance of getting the +15 bonus for the W:3- rule. [[User:Spike|Spike]] 19:02, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmmm. Scott&#039;s MIA recovery raised an army of undead from those that died of fatal wounds. Mine only effects mind controlled units.  The issue is telling who is dead and who is left behind. &lt;br /&gt;
&lt;br /&gt;
Units from your saved game looked like this(on by Autocombat).&lt;br /&gt;
&lt;br /&gt;
 Shuji Okabe: Left behind (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 1.0.0.0.0.0.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.0.0.0.0.0.1.0 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Yoko Fujimoto: On Craft (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 1.1.0.0.0.0.0.0 (bit 2 == 1 Unit Standing [Active])&lt;br /&gt;
  UnitRef[0x78] 0.0.0.1.0.0.0.0 (bit 1 == 0 Unit Alive)&lt;br /&gt;
&lt;br /&gt;
From Bomb Blokes undead army MIA Test save (won by killing aliens).&lt;br /&gt;
 &lt;br /&gt;
 Spencer Bryant: Lived (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 0.1.0.0.0.1.0.0 (bit 2 == 1 Unit Standing [Active])&lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.1.0.0.0.0.0.1 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Oscar Thompson: Bleed to death (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  UnitRef[0x78] 0.1.0.0.0.0.0.1 (bit 1 == 0 Unit Alive)&lt;br /&gt;
 Virgil Hudson: Killed by Aliens (Health == 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 (bit 2 == 0 Unit on the ground[dead or unconscious])&lt;br /&gt;
  UnitRef[0x78] 1.1.0.0.0.0.0.1 (bit 1 == 1 Unit Dead)&lt;br /&gt;
 &lt;br /&gt;
So right now I&#039;m at a loss of how to detect tell the difference between thoes that are left behind and thoes that are dead.&lt;br /&gt;
&lt;br /&gt;
:There must be something odd about my save game that takes 13 live soldiers and makes them all MIA on an abort. I wonder if it is something to do with the one guy who is still on the transport. I&#039;m sure I&#039;ve never seen an MIA after an AutoCombat victory, or defeat, before. Of course, after a victory, no one should be MIA. In a defeat, in theory AutoCombat could (but doesn&#039;t?) allocate some soldiers as MIAs. For the bleeding to death problem, perhaps you could check whether Health &amp;lt;= Fatal Wounds. In the normal game this might be an ambiguous borderline case? Treat it unambiguously - kill any soldiers matching that condition. In XComUtil after-combat messages, perhaps emit the message &amp;quot;So-and-so died from his/her wounds aboard the transport&amp;quot;. &lt;br /&gt;
:But I guess the problem is not what XComUtil does, but how to &amp;quot;communicate&amp;quot; back to the game engine that the soldiers are alive and well and not MIA? Surely the game&#039;s logic must be &#039;&#039;&#039;first&#039;&#039;&#039; to determine if the battle was aborted, and only then to decide who was left behind on the battlefield vs who died vs who was on the transport and got home? Surely Scott&#039;s logic must intercept this abort flag, and &#039;&#039;then un-set it&#039;&#039;?. &lt;br /&gt;
:By the way, in the listing above I&#039;m not sure whether the least significant bit is at the left or the right? [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
:: I&#039;m guessing it&#039;s a bitfield not a number, so LSB/MSB doesn&#039;t exist. [[User:Cesium|Cesium]] 21:27, 16 March 2010 (EDT)&lt;br /&gt;
::: Yes it&#039;s a bit field. I linked to the wiki page with the description.  The game engine doesn&#039;t need to tell why some one got removed from the game. Tatical calculates the score. --[[User:BladeFireLight|BladeFireLight]] 21:38, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independantly to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS envirments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drasticly reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: dosent apear untill after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat get&#039;s trunkated with slecting any improved weapon.&lt;br /&gt;
:*Fixed: This happend because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error dureing backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now useing 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recoverty no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocmbat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM dosent give access by default to the command prompt. If you know how to add that then you should know enought of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly dering Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Dart Gun &lt;br /&gt;
&lt;br /&gt;
On the other hand, the Dart Gun really is useless, even as a last ditch personal defence weapon.  Auto mode, with very low accuracy (10%?), would at least give it some value as a defensive sidearm for medics, heavy weapons troops, etc. Scouts and others carrying a scanner or grenade in the other hand would still be better off using a Jet Harpoon, or even an AP HydroJet Cannon, one-handed. [[User:Spike|Spike]] 03:47, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness - Tested OK (except IN Rkt)&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. To be Tested. These values are probably too high.&lt;br /&gt;
 //NB we are not indicating damage here, that is already calculated by the &amp;quot;effective&amp;quot; function. we are just&lt;br /&gt;
 //factoring in the possibility of hitting multiple targets because of the area effect&lt;br /&gt;
 //ToDo: needs compensating bonus for aliens (grenades?). should not be cumulative on the same unit. &lt;br /&gt;
 //Also: add check if weapon is &amp;quot;effective&amp;quot; (at GZ) ?&lt;br /&gt;
 +25  u:-2 W:-40 W:-41 //U:           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43 //U:           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +5   u:-2 W:-4  W:-6  //U:           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10 //U:           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 &lt;br /&gt;
 -25  u:4-14 W:-40 W:-41 //U:	      // Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 -10  u:4-14 W:-42 W:-43 //U:	      // Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Having tested the HC and AC rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. To be tested&lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -1   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -1   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -1   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -1   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
::On reflection flying is hardly any advantage for aliens, it usually just makes them easier targets with no cover. I guess it helps with avoiding HE splash. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (not +1 per grenade!) //Tested OK&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +3   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod //Tested OK&lt;br /&gt;
 +3   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above) //Tested OK&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades (this needs to be an OR block, so it&#039;s not cumulative for each grenade type)&lt;br /&gt;
 +2   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 +2   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: One per unit tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect //Tested OK&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It would be nice, in a future version of AutoCombat, to have some way of ORing rules together. Using the U: construct as a &#039;break&#039; only allows you to have one single OR block per unit type (I think). [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* The battle report screen after AutoCombat does not report the number of Alien Artefacts recovered. This gives score I believe. Is it because it&#039;s hard to populate whatever data structure the game reads in order to generate the Artefact count? As I understand it, anything you haven&#039;t yet researched is an Artefact, and awards some score for recovering it. Anyway, fixing this would be nice-to-have. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* It would be nice to compensate for the [[Known_Bugs#Equip_Phase_Ammo_Load_Error|Equip Phase Ammo Load Bug]] [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Focused Research Help ===&lt;br /&gt;
&lt;br /&gt;
There is a minor and probably unintended consequence of Research Help from Captured Aliens. Normally when you capture a new alien artefact that opens up a new research project, you start the research project - typically with 0 Scientists - and then immediately sell the artefact. The problem with this for Research Help is that you soon have a huge number of projects underway. Then any Research Help tends to get very widely dispersed across all active projects (since it always goes to the project where the biggest reduction can be made, i.e. the projects furthest from completion). The result is that projects are completed only rarely, and progress is made on a broad front but without delivering much. Currently, to avoid this, it is necessary to keep single alien artefacts around in Stores, waiting for the time when the project they open up becomes a priority. In a way, this is interesting and challenging. In another way, it is a headache and take away vital cash. &lt;br /&gt;
&lt;br /&gt;
You might argue that the trick above is a kind of exploit and should not be done. I don&#039;t know, maybe. But it is a common practice. &lt;br /&gt;
&lt;br /&gt;
A solution, hopefully fairly easy to implement, is to only consider Research Help for projects which have actually made some progress, e.g. more than 1 scientist day has been applied to them. &lt;br /&gt;
&lt;br /&gt;
In the meantime, maybe put a warning to players in the XCUSETUP script, to keep their research projects to a smaller number when using Research Help from Aliens. [[User:Spike|Spike]] 21:10, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gauss Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Laser Cannon ===&lt;br /&gt;
The &amp;quot;Advance Laser Weapons&amp;quot; option only nerfs the Laser Cannon (raising cost and reducing profitability but not changing any damage/range values. Previously xcomutil modified them unconditionally). I wonder if that&#039;s the best result - should damage and/or range be raised to make the cannon useful or to compensate? Most commanders don&#039;t use the cannon as is, but maybe it&#039;s prejudice... [[User:Cesium|Cesium]] 21:36, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Note this isn&#039;t a &amp;quot;rebalancing issue&amp;quot; compared to the other weapons - I&#039;m more talking about balancing for the increased cost of production and lower profit. [[User:Cesium|Cesium]] 21:41, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27860</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27860"/>
		<updated>2010-03-17T01:36:38Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* XComUtil Wish List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Discussion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does the SHP flag still work, after the changes to how XCOMUTIL.CFG is assembled? I just tried it, after rerunning XCUSETUP.BAT (Dosbox 0.72 under Ubuntu). XCOMUTIL SHP produces no output. XCOMUTIL SHP:CFG WRT writes GEOSCAPE.EXE, but nothing seems to change. During XCUSETUP I see the expected &amp;quot;Patch applied, ship data updated from CFG&amp;quot; (or whatever). [[User:Spike|Spike]] 17:40, 16 March 2010 (EDT)&lt;br /&gt;
:: Yes it works fine. your mistyping the command.  it&#039;s &amp;quot;xcomutil ufoexe shp:cfg wrt&amp;quot; Second argument must be the target folder. Line 42 and 1266 of XcommUtil.txt.&lt;br /&gt;
::: Thanks! And I thought I&#039;d read the manual. [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Research Help from Captured Aliens awards research help without checking first if you have Alien Containment at the base of origin. Resulting in dead aliens helping you with your enquiries! Possibly only applies to AutoCombat? [[User:Spike|Spike]] 21:05, 14 March 2010 (EDT)&lt;br /&gt;
:: Ideally it would not only check for containment but also have a research item for it and check on how many scientist days had been reduced since the last combat and use that as a value for how much you get form the aliens still in containment. But that could just be a pipe dream. Checking for containment for now is a good idea. --[[User:BladeFireLight|BladeFireLight]] 15:35, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strange issue. I succeed in an AutoCombat terror mission (117%) but the mission is resolved partially as if I had actually aborted the mission - all Civilians die, even though I could see 3-4 alive, my 13 soldiers outside the Skyranger go MIA, even the one who was killed by AutoCombat, and only my sergeant standing in the Skyranger makes it back. The problem is repeatable. On one occasion the sergeant was killed randomly by AutoCombat, meaning that the Skyranger flew back by itself, empty. Obviously this should never happen. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve uploaded the [[Media:MIAoverload.zip|AutoCombat game save file]]. Incidentally this shows how to &#039;game&#039; the current AutoCombat rules: Take maximum soldiers, no tanks. You give everyone a Rocket Launcher, they only need 1 Lg Rocket in it. Until you get Heavy Lasers, then replace the Rocket Launchers with them. Next replace with Heavy Plasmas. This approach always gives you maximum damage per soldier, and thus maximum chance of getting the +15 bonus for the W:3- rule. [[User:Spike|Spike]] 19:02, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmmm. Scott&#039;s MIA recovery raised an army of undead from those that died of fatal wounds. Mine only effects mind controlled units.  The issue is telling who is dead and who is left behind. &lt;br /&gt;
&lt;br /&gt;
Units from your saved game looked like this(on by Autocombat).&lt;br /&gt;
&lt;br /&gt;
 Shuji Okabe: Left behind (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 1.0.0.0.0.0.0.0 &lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.0.0.0.0.0.1.0&lt;br /&gt;
 Yoko Fujimoto: On Craft (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 1.1.0.0.0.0.0.0 &lt;br /&gt;
  UnitRef[0x78] 0.0.0.1.0.0.0.0&lt;br /&gt;
&lt;br /&gt;
From Bomb Blokes undead army MIA Test save (won by killing aliens).&lt;br /&gt;
 &lt;br /&gt;
 Spencer Bryant: Lived (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 0.1.0.0.0.1.0.0 &lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.1.0.0.0.0.0.1&lt;br /&gt;
 Oscar Thompson: Bleed to death (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 &lt;br /&gt;
  UnitRef[0x78] 0.1.0.0.0.0.0.1&lt;br /&gt;
 Virgil Hudson: Killed by Aliens (Health == 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 &lt;br /&gt;
  UnitRef[0x78] 1.1.0.0.0.0.0.1&lt;br /&gt;
 &lt;br /&gt;
So right now I&#039;m at a loss of how to detect tell the difference between thoes that are left behind and thoes that are dead.&lt;br /&gt;
&lt;br /&gt;
:There must be something odd about my save game that takes 13 live soldiers and makes them all MIA on an abort. I wonder if it is something to do with the one guy who is still on the transport. I&#039;m sure I&#039;ve never seen an MIA after an AutoCombat victory, or defeat, before. Of course, after a victory, no one should be MIA. In a defeat, in theory AutoCombat could (but doesn&#039;t?) allocate some soldiers as MIAs. For the bleeding to death problem, perhaps you could check whether Health &amp;lt;= Fatal Wounds. In the normal game this might be an ambiguous borderline case? Treat it unambiguously - kill any soldiers matching that condition. In XComUtil after-combat messages, perhaps emit the message &amp;quot;So-and-so died from his/her wounds aboard the transport&amp;quot;. &lt;br /&gt;
:But I guess the problem is not what XComUtil does, but how to &amp;quot;communicate&amp;quot; back to the game engine that the soldiers are alive and well and not MIA? Surely the game&#039;s logic must be &#039;&#039;&#039;first&#039;&#039;&#039; to determine if the battle was aborted, and only then to decide who was left behind on the battlefield vs who died vs who was on the transport and got home? Surely Scott&#039;s logic must intercept this abort flag, and &#039;&#039;then un-set it&#039;&#039;?. &lt;br /&gt;
:By the way, in the listing above I&#039;m not sure whether the least significant bit is at the left or the right? [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
:: I&#039;m guessing it&#039;s a bitfield not a number, so LSB/MSB doesn&#039;t exist. [[User:Cesium|Cesium]] 21:27, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independantly to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS envirments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drasticly reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: dosent apear untill after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat get&#039;s trunkated with slecting any improved weapon.&lt;br /&gt;
:*Fixed: This happend because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error dureing backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now useing 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recoverty no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocmbat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM dosent give access by default to the command prompt. If you know how to add that then you should know enought of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly dering Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Dart Gun &lt;br /&gt;
&lt;br /&gt;
On the other hand, the Dart Gun really is useless, even as a last ditch personal defence weapon.  Auto mode, with very low accuracy (10%?), would at least give it some value as a defensive sidearm for medics, heavy weapons troops, etc. Scouts and others carrying a scanner or grenade in the other hand would still be better off using a Jet Harpoon, or even an AP HydroJet Cannon, one-handed. [[User:Spike|Spike]] 03:47, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness - Tested OK (except IN Rkt)&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. To be Tested. These values are probably too high.&lt;br /&gt;
 //NB we are not indicating damage here, that is already calculated by the &amp;quot;effective&amp;quot; function. we are just&lt;br /&gt;
 //factoring in the possibility of hitting multiple targets because of the area effect&lt;br /&gt;
 //ToDo: needs compensating bonus for aliens (grenades?). should not be cumulative on the same unit. &lt;br /&gt;
 //Also: add check if weapon is &amp;quot;effective&amp;quot; (at GZ) ?&lt;br /&gt;
 +25  u:-2 W:-40 W:-41 //U:           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43 //U:           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +5   u:-2 W:-4  W:-6  //U:           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10 //U:           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 &lt;br /&gt;
 -25  u:4-14 W:-40 W:-41 //U:	      // Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 -10  u:4-14 W:-42 W:-43 //U:	      // Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Having tested the HC and AC rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. To be tested&lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -1   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -1   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -1   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -1   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
::On reflection flying is hardly any advantage for aliens, it usually just makes them easier targets with no cover. I guess it helps with avoiding HE splash. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (not +1 per grenade!) //Tested OK&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +3   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod //Tested OK&lt;br /&gt;
 +3   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above) //Tested OK&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades (this needs to be an OR block, so it&#039;s not cumulative for each grenade type)&lt;br /&gt;
 +2   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 +2   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: One per unit tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect //Tested OK&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It would be nice, in a future version of AutoCombat, to have some way of ORing rules together. Using the U: construct as a &#039;break&#039; only allows you to have one single OR block per unit type (I think). [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* The battle report screen after AutoCombat does not report the number of Alien Artefacts recovered. This gives score I believe. Is it because it&#039;s hard to populate whatever data structure the game reads in order to generate the Artefact count? As I understand it, anything you haven&#039;t yet researched is an Artefact, and awards some score for recovering it. Anyway, fixing this would be nice-to-have. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* It would be nice to compensate for the [[Known_Bugs#Equip_Phase_Ammo_Load_Error|Equip Phase Ammo Load Bug]] [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Focused Research Help ===&lt;br /&gt;
&lt;br /&gt;
There is a minor and probably unintended consequence of Research Help from Captured Aliens. Normally when you capture a new alien artefact that opens up a new research project, you start the research project - typically with 0 Scientists - and then immediately sell the artefact. The problem with this for Research Help is that you soon have a huge number of projects underway. Then any Research Help tends to get very widely dispersed across all active projects (since it always goes to the project where the biggest reduction can be made, i.e. the projects furthest from completion). The result is that projects are completed only rarely, and progress is made on a broad front but without delivering much. Currently, to avoid this, it is necessary to keep single alien artefacts around in Stores, waiting for the time when the project they open up becomes a priority. In a way, this is interesting and challenging. In another way, it is a headache and take away vital cash. &lt;br /&gt;
&lt;br /&gt;
You might argue that the trick above is a kind of exploit and should not be done. I don&#039;t know, maybe. But it is a common practice. &lt;br /&gt;
&lt;br /&gt;
A solution, hopefully fairly easy to implement, is to only consider Research Help for projects which have actually made some progress, e.g. more than 1 scientist day has been applied to them. &lt;br /&gt;
&lt;br /&gt;
In the meantime, maybe put a warning to players in the XCUSETUP script, to keep their research projects to a smaller number when using Research Help from Aliens. [[User:Spike|Spike]] 21:10, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gauss Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Laser Cannon ===&lt;br /&gt;
The &amp;quot;Advance Laser Weapons&amp;quot; option only nerfs the Laser Cannon (raising cost and reducing profitability but not changing any damage/range values. Previously xcomutil modified them unconditionally). I wonder if that&#039;s the best result - should damage and/or range be raised to make the cannon useful or to compensate? Most commanders don&#039;t use the cannon as is, but maybe it&#039;s prejudice... [[User:Cesium|Cesium]] 21:36, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27859</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27859"/>
		<updated>2010-03-17T01:27:29Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Discussion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does the SHP flag still work, after the changes to how XCOMUTIL.CFG is assembled? I just tried it, after rerunning XCUSETUP.BAT (Dosbox 0.72 under Ubuntu). XCOMUTIL SHP produces no output. XCOMUTIL SHP:CFG WRT writes GEOSCAPE.EXE, but nothing seems to change. During XCUSETUP I see the expected &amp;quot;Patch applied, ship data updated from CFG&amp;quot; (or whatever). [[User:Spike|Spike]] 17:40, 16 March 2010 (EDT)&lt;br /&gt;
:: Yes it works fine. your mistyping the command.  it&#039;s &amp;quot;xcomutil ufoexe shp:cfg wrt&amp;quot; Second argument must be the target folder. Line 42 and 1266 of XcommUtil.txt.&lt;br /&gt;
::: Thanks! And I thought I&#039;d read the manual. [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Research Help from Captured Aliens awards research help without checking first if you have Alien Containment at the base of origin. Resulting in dead aliens helping you with your enquiries! Possibly only applies to AutoCombat? [[User:Spike|Spike]] 21:05, 14 March 2010 (EDT)&lt;br /&gt;
:: Ideally it would not only check for containment but also have a research item for it and check on how many scientist days had been reduced since the last combat and use that as a value for how much you get form the aliens still in containment. But that could just be a pipe dream. Checking for containment for now is a good idea. --[[User:BladeFireLight|BladeFireLight]] 15:35, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strange issue. I succeed in an AutoCombat terror mission (117%) but the mission is resolved partially as if I had actually aborted the mission - all Civilians die, even though I could see 3-4 alive, my 13 soldiers outside the Skyranger go MIA, even the one who was killed by AutoCombat, and only my sergeant standing in the Skyranger makes it back. The problem is repeatable. On one occasion the sergeant was killed randomly by AutoCombat, meaning that the Skyranger flew back by itself, empty. Obviously this should never happen. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve uploaded the [[Media:MIAoverload.zip|AutoCombat game save file]]. Incidentally this shows how to &#039;game&#039; the current AutoCombat rules: Take maximum soldiers, no tanks. You give everyone a Rocket Launcher, they only need 1 Lg Rocket in it. Until you get Heavy Lasers, then replace the Rocket Launchers with them. Next replace with Heavy Plasmas. This approach always gives you maximum damage per soldier, and thus maximum chance of getting the +15 bonus for the W:3- rule. [[User:Spike|Spike]] 19:02, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmmm. Scott&#039;s MIA recovery raised an army of undead from those that died of fatal wounds. Mine only effects mind controlled units.  The issue is telling who is dead and who is left behind. &lt;br /&gt;
&lt;br /&gt;
Units from your saved game looked like this(on by Autocombat).&lt;br /&gt;
&lt;br /&gt;
 Shuji Okabe: Left behind (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 1.0.0.0.0.0.0.0 &lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.0.0.0.0.0.1.0&lt;br /&gt;
 Yoko Fujimoto: On Craft (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 1.1.0.0.0.0.0.0 &lt;br /&gt;
  UnitRef[0x78] 0.0.0.1.0.0.0.0&lt;br /&gt;
&lt;br /&gt;
From Bomb Blokes undead army MIA Test save (won by killing aliens).&lt;br /&gt;
 &lt;br /&gt;
 Spencer Bryant: Lived (Health &amp;gt; 0)&lt;br /&gt;
  [[UNITPOS.DAT|UnitPos]][0x0A] 0.1.0.0.0.1.0.0 &lt;br /&gt;
  [[UNITREF.DAT|UnitRef]][0x78] 0.1.0.0.0.0.0.1&lt;br /&gt;
 Oscar Thompson: Bleed to death (Health &amp;gt; 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 &lt;br /&gt;
  UnitRef[0x78] 0.1.0.0.0.0.0.1&lt;br /&gt;
 Virgil Hudson: Killed by Aliens (Health == 0)&lt;br /&gt;
  UnitPos[0x0A] 0.0.0.0.0.1.0.0 &lt;br /&gt;
  UnitRef[0x78] 1.1.0.0.0.0.0.1&lt;br /&gt;
 &lt;br /&gt;
So right now I&#039;m at a loss of how to detect tell the difference between thoes that are left behind and thoes that are dead.&lt;br /&gt;
&lt;br /&gt;
:There must be something odd about my save game that takes 13 live soldiers and makes them all MIA on an abort. I wonder if it is something to do with the one guy who is still on the transport. I&#039;m sure I&#039;ve never seen an MIA after an AutoCombat victory, or defeat, before. Of course, after a victory, no one should be MIA. In a defeat, in theory AutoCombat could (but doesn&#039;t?) allocate some soldiers as MIAs. For the bleeding to death problem, perhaps you could check whether Health &amp;lt;= Fatal Wounds. In the normal game this might be an ambiguous borderline case? Treat it unambiguously - kill any soldiers matching that condition. In XComUtil after-combat messages, perhaps emit the message &amp;quot;So-and-so died from his/her wounds aboard the transport&amp;quot;. &lt;br /&gt;
:But I guess the problem is not what XComUtil does, but how to &amp;quot;communicate&amp;quot; back to the game engine that the soldiers are alive and well and not MIA? Surely the game&#039;s logic must be &#039;&#039;&#039;first&#039;&#039;&#039; to determine if the battle was aborted, and only then to decide who was left behind on the battlefield vs who died vs who was on the transport and got home? Surely Scott&#039;s logic must intercept this abort flag, and &#039;&#039;then un-set it&#039;&#039;?. &lt;br /&gt;
:By the way, in the listing above I&#039;m not sure whether the least significant bit is at the left or the right? [[User:Spike|Spike]] 20:31, 16 March 2010 (EDT)&lt;br /&gt;
:: I&#039;m guessing it&#039;s a bitfield not a number, so LSB/MSB doesn&#039;t exist. [[User:Cesium|Cesium]] 21:27, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independantly to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS envirments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drasticly reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: dosent apear untill after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat get&#039;s trunkated with slecting any improved weapon.&lt;br /&gt;
:*Fixed: This happend because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error dureing backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now useing 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recoverty no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocmbat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM dosent give access by default to the command prompt. If you know how to add that then you should know enought of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly dering Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Dart Gun &lt;br /&gt;
&lt;br /&gt;
On the other hand, the Dart Gun really is useless, even as a last ditch personal defence weapon.  Auto mode, with very low accuracy (10%?), would at least give it some value as a defensive sidearm for medics, heavy weapons troops, etc. Scouts and others carrying a scanner or grenade in the other hand would still be better off using a Jet Harpoon, or even an AP HydroJet Cannon, one-handed. [[User:Spike|Spike]] 03:47, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness - Tested OK (except IN Rkt)&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. To be Tested. These values are probably too high.&lt;br /&gt;
 //NB we are not indicating damage here, that is already calculated by the &amp;quot;effective&amp;quot; function. we are just&lt;br /&gt;
 //factoring in the possibility of hitting multiple targets because of the area effect&lt;br /&gt;
 //ToDo: needs compensating bonus for aliens (grenades?). should not be cumulative on the same unit. &lt;br /&gt;
 //Also: add check if weapon is &amp;quot;effective&amp;quot; (at GZ) ?&lt;br /&gt;
 +25  u:-2 W:-40 W:-41 //U:           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13 //U:           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43 //U:           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +5   u:-2 W:-4  W:-6  //U:           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10 //U:           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 &lt;br /&gt;
 -25  u:4-14 W:-40 W:-41 //U:	      // Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 -10  u:4-14 W:-42 W:-43 //U:	      // Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Having tested the HC and AC rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. To be tested&lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -1   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -1   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -1   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -1   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
::On reflection flying is hardly any advantage for aliens, it usually just makes them easier targets with no cover. I guess it helps with avoiding HE splash. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (not +1 per grenade!) //Tested OK&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +3   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod //Tested OK&lt;br /&gt;
 +3   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above) //Tested OK&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades (this needs to be an OR block, so it&#039;s not cumulative for each grenade type)&lt;br /&gt;
 +2   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 +2   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +2   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: One per unit tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect //Tested OK&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It would be nice, in a future version of AutoCombat, to have some way of ORing rules together. Using the U: construct as a &#039;break&#039; only allows you to have one single OR block per unit type (I think). [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* The battle report screen after AutoCombat does not report the number of Alien Artefacts recovered. This gives score I believe. Is it because it&#039;s hard to populate whatever data structure the game reads in order to generate the Artefact count? As I understand it, anything you haven&#039;t yet researched is an Artefact, and awards some score for recovering it. Anyway, fixing this would be nice-to-have. [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
* It would be nice to compensate for the [[Known_Bugs#Equip_Phase_Ammo_Load_Error|Equip Phase Ammo Load Bug]] [[User:Spike|Spike]] 20:57, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Focused Research Help ===&lt;br /&gt;
&lt;br /&gt;
There is a minor and probably unintended consequence of Research Help from Captured Aliens. Normally when you capture a new alien artefact that opens up a new research project, you start the research project - typically with 0 Scientists - and then immediately sell the artefact. The problem with this for Research Help is that you soon have a huge number of projects underway. Then any Research Help tends to get very widely dispersed across all active projects (since it always goes to the project where the biggest reduction can be made, i.e. the projects furthest from completion). The result is that projects are completed only rarely, and progress is made on a broad front but without delivering much. Currently, to avoid this, it is necessary to keep single alien artefacts around in Stores, waiting for the time when the project they open up becomes a priority. In a way, this is interesting and challenging. In another way, it is a headache and take away vital cash. &lt;br /&gt;
&lt;br /&gt;
You might argue that the trick above is a kind of exploit and should not be done. I don&#039;t know, maybe. But it is a common practice. &lt;br /&gt;
&lt;br /&gt;
A solution, hopefully fairly easy to implement, is to only consider Research Help for projects which have actually made some progress, e.g. more than 1 scientist day has been applied to them. &lt;br /&gt;
&lt;br /&gt;
In the meantime, maybe put a warning to players in the XCUSETUP script, to keep their research projects to a smaller number when using Research Help from Aliens. [[User:Spike|Spike]] 21:10, 16 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gauss Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Craft_Combat_Mechanics&amp;diff=27835</id>
		<title>Talk:Craft Combat Mechanics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Craft_Combat_Mechanics&amp;diff=27835"/>
		<updated>2010-03-15T20:12:24Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Does air combat damage vs UFOs persist between Intercept screens? */ sign properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing Air Combat Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
&lt;br /&gt;
See main article page for completed research. &lt;br /&gt;
&lt;br /&gt;
=== Relative rates of fire for XCom weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Closing speed ===&lt;br /&gt;
&lt;br /&gt;
=== Control of Range ===&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
=== Make a hit counter ===&lt;br /&gt;
&lt;br /&gt;
Counting rounds fired, and the ratios between rounds fired of different XCom weapons is now easily done. But it&#039;s hard to tell how many hits (and by implication misses) have occurred. Should be possible to make a hit counter by the following process:&lt;br /&gt;
&lt;br /&gt;
#Set a test weapon to a value of 1 damage and a large ammo count (1000 maybe). In theory, this will always do 1 point of damage, since 0.5 - 1.0 range should always round to 1. Of course it depends on the rounding algorithm used, so it needs to be tested. &lt;br /&gt;
#Set a control weapon to 0 damage and a larger ammo count. This is only to make sure combat doesn&#039;t break off before you can save the game, when the test weapon runs out of ammo.&lt;br /&gt;
#Verify the test weapon. Run a thousand rounds. Hopefully the damage will average close to 1.00, maybe less.&lt;br /&gt;
&lt;br /&gt;
Once the hit counter is validated it useful for lots of new tests&lt;br /&gt;
&lt;br /&gt;
=== Test relative fire rates between XCom and UFOs ===&lt;br /&gt;
&lt;br /&gt;
This is hard to do because it&#039;s hard to spot a hit from a UFO. It can be done approximately by using high damage, slow fire rate weapons. With a hit counter, it&#039;s possible to do it much more accurately. The XCom number of rounds fired can be easily determined from the ammo counter. The hit counter, and the XCom damage level, can then be used to determine the number of UFO rounds fired. &lt;br /&gt;
&lt;br /&gt;
=== Test if hit probability / damage changes based on attack mode ===&lt;br /&gt;
&lt;br /&gt;
This has not been tested in detail, it would be much easier to test with a hit counter. &lt;br /&gt;
&lt;br /&gt;
=== Check if &amp;quot;Cannon Timer&amp;quot; is fixed or variable ===&lt;br /&gt;
=== Verify variable rate of fire and see if it applies to XCom ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UFO rate of fire is believed (from code decompilation) to vary by 1.0x to 2.0x nominal value, reduced by Difficulty Level. Observations show the average to be 1.5x, which matches this range. What is not known is whether XCom rate of fire also varies, or if it is (for example) constant at the nominal level. The hit counter helps with verifying this. This is quite important, since it determines whether the &amp;quot;Cannon Timer&amp;quot;, the baseline for all other time measurements, is a fixed time (2gs) or a variable time (2gs - 4gs, average 3gs). Test procedure:&lt;br /&gt;
&lt;br /&gt;
#Create an XCom test craft with a test weapon, reload rate 96, damage 1, high ammo&lt;br /&gt;
#Create a UFO test craft with a test weapon, reload rate 96, damage 1&lt;br /&gt;
#Set the ranges of both weapons to be the same value, say 65km&lt;br /&gt;
#Ensure Difficulty is on Beginner, to maximise the UFO RoF penalty and keep it constant. If also testing on other difficulty levels, e.g. Superhuman, start a new game or use XComUtil to change difficulty of a saved game.&lt;br /&gt;
#Add a dmg=0 weapon with greater ammo and range, to prevent early abort of the combat&lt;br /&gt;
#First of all find out if the initial XCom shot and the first UFO return shot are synchronised, or if the return fire is delayed. Take this into account.&lt;br /&gt;
#Run short tests&lt;br /&gt;
#Repeat many times but only for short runs. If the UFO ever fires more hits than XCom, XCom is also random. If XCom always fires more times, then (probably) UFO has a random reload rate but XCom has a fixed reload rate. &lt;br /&gt;
#If the shots are always exactly synchronised, either both are fixed (contrary to the code decompilation) or both vary but use the same random value. &lt;br /&gt;
#Even with a reload rate of 96, it could be quite hard to save the game. Hopefully it won&#039;t matter much as, whatever time you save the game, the hit counts on either side will still be useful data&lt;br /&gt;
#Don&#039;t go above a reload rate of 96 in case there is a byte value that might overflow at 255. &lt;br /&gt;
#Actually saving while the Intercept window is hard anyway. Still need to figure out how to do it reliably. It might require multiple aircraft (the others must be unarmed), breaking off with another aircraft and minimising, then saving. The hotkeys from UFO Extender certainly help. Slight risk that the extra aircraft might bias the results (see Engagement by Multiple Attackers for weirdness). So unfortunately, at least at first, do tests with 2/3/4 aircraft to see if it makes a difference. &lt;br /&gt;
&lt;br /&gt;
== Open Questions ==&lt;br /&gt;
&lt;br /&gt;
=== Can a UFO be given limited ammo? ===&lt;br /&gt;
&lt;br /&gt;
=== Can an XCom Craft be given a UFO-type weapon? ===&lt;br /&gt;
&lt;br /&gt;
=== Can a UFO be given a hardpoint mounted weapon and ammo? ===&lt;br /&gt;
&lt;br /&gt;
=== What are all the values in INTER.DAT? ===&lt;br /&gt;
&lt;br /&gt;
=== Does air combat damage vs UFOs persist between Intercept screens? ===&lt;br /&gt;
&lt;br /&gt;
: I&#039;m pretty sure it does. Once I tested using an Avenger vs a Battleship which was in a retaliation mission. I let the Avenger attack, and then withdraw after inflicting some damage and let the UFO get to a X-COM base. It took less defence hits than usual to destroy the battleship (IIRC, it was destroyed after 1 or 2 hits. The first being impossible without retaining damage, the second being very unlikely). [[User:Cesium|Cesium]] 16:12, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Can the attacking side be switched so that up to 4 UFOs attack one XCom plane? ===&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Craft_Combat_Mechanics&amp;diff=27834</id>
		<title>Talk:Craft Combat Mechanics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Craft_Combat_Mechanics&amp;diff=27834"/>
		<updated>2010-03-15T20:12:01Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Does air combat damage vs UFOs persist between Intercept screens? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Testing Air Combat Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Done ==&lt;br /&gt;
&lt;br /&gt;
See main article page for completed research. &lt;br /&gt;
&lt;br /&gt;
=== Relative rates of fire for XCom weapons ===&lt;br /&gt;
&lt;br /&gt;
=== Closing speed ===&lt;br /&gt;
&lt;br /&gt;
=== Control of Range ===&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
=== Make a hit counter ===&lt;br /&gt;
&lt;br /&gt;
Counting rounds fired, and the ratios between rounds fired of different XCom weapons is now easily done. But it&#039;s hard to tell how many hits (and by implication misses) have occurred. Should be possible to make a hit counter by the following process:&lt;br /&gt;
&lt;br /&gt;
#Set a test weapon to a value of 1 damage and a large ammo count (1000 maybe). In theory, this will always do 1 point of damage, since 0.5 - 1.0 range should always round to 1. Of course it depends on the rounding algorithm used, so it needs to be tested. &lt;br /&gt;
#Set a control weapon to 0 damage and a larger ammo count. This is only to make sure combat doesn&#039;t break off before you can save the game, when the test weapon runs out of ammo.&lt;br /&gt;
#Verify the test weapon. Run a thousand rounds. Hopefully the damage will average close to 1.00, maybe less.&lt;br /&gt;
&lt;br /&gt;
Once the hit counter is validated it useful for lots of new tests&lt;br /&gt;
&lt;br /&gt;
=== Test relative fire rates between XCom and UFOs ===&lt;br /&gt;
&lt;br /&gt;
This is hard to do because it&#039;s hard to spot a hit from a UFO. It can be done approximately by using high damage, slow fire rate weapons. With a hit counter, it&#039;s possible to do it much more accurately. The XCom number of rounds fired can be easily determined from the ammo counter. The hit counter, and the XCom damage level, can then be used to determine the number of UFO rounds fired. &lt;br /&gt;
&lt;br /&gt;
=== Test if hit probability / damage changes based on attack mode ===&lt;br /&gt;
&lt;br /&gt;
This has not been tested in detail, it would be much easier to test with a hit counter. &lt;br /&gt;
&lt;br /&gt;
=== Check if &amp;quot;Cannon Timer&amp;quot; is fixed or variable ===&lt;br /&gt;
=== Verify variable rate of fire and see if it applies to XCom ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UFO rate of fire is believed (from code decompilation) to vary by 1.0x to 2.0x nominal value, reduced by Difficulty Level. Observations show the average to be 1.5x, which matches this range. What is not known is whether XCom rate of fire also varies, or if it is (for example) constant at the nominal level. The hit counter helps with verifying this. This is quite important, since it determines whether the &amp;quot;Cannon Timer&amp;quot;, the baseline for all other time measurements, is a fixed time (2gs) or a variable time (2gs - 4gs, average 3gs). Test procedure:&lt;br /&gt;
&lt;br /&gt;
#Create an XCom test craft with a test weapon, reload rate 96, damage 1, high ammo&lt;br /&gt;
#Create a UFO test craft with a test weapon, reload rate 96, damage 1&lt;br /&gt;
#Set the ranges of both weapons to be the same value, say 65km&lt;br /&gt;
#Ensure Difficulty is on Beginner, to maximise the UFO RoF penalty and keep it constant. If also testing on other difficulty levels, e.g. Superhuman, start a new game or use XComUtil to change difficulty of a saved game.&lt;br /&gt;
#Add a dmg=0 weapon with greater ammo and range, to prevent early abort of the combat&lt;br /&gt;
#First of all find out if the initial XCom shot and the first UFO return shot are synchronised, or if the return fire is delayed. Take this into account.&lt;br /&gt;
#Run short tests&lt;br /&gt;
#Repeat many times but only for short runs. If the UFO ever fires more hits than XCom, XCom is also random. If XCom always fires more times, then (probably) UFO has a random reload rate but XCom has a fixed reload rate. &lt;br /&gt;
#If the shots are always exactly synchronised, either both are fixed (contrary to the code decompilation) or both vary but use the same random value. &lt;br /&gt;
#Even with a reload rate of 96, it could be quite hard to save the game. Hopefully it won&#039;t matter much as, whatever time you save the game, the hit counts on either side will still be useful data&lt;br /&gt;
#Don&#039;t go above a reload rate of 96 in case there is a byte value that might overflow at 255. &lt;br /&gt;
#Actually saving while the Intercept window is hard anyway. Still need to figure out how to do it reliably. It might require multiple aircraft (the others must be unarmed), breaking off with another aircraft and minimising, then saving. The hotkeys from UFO Extender certainly help. Slight risk that the extra aircraft might bias the results (see Engagement by Multiple Attackers for weirdness). So unfortunately, at least at first, do tests with 2/3/4 aircraft to see if it makes a difference. &lt;br /&gt;
&lt;br /&gt;
== Open Questions ==&lt;br /&gt;
&lt;br /&gt;
=== Can a UFO be given limited ammo? ===&lt;br /&gt;
&lt;br /&gt;
=== Can an XCom Craft be given a UFO-type weapon? ===&lt;br /&gt;
&lt;br /&gt;
=== Can a UFO be given a hardpoint mounted weapon and ammo? ===&lt;br /&gt;
&lt;br /&gt;
=== What are all the values in INTER.DAT? ===&lt;br /&gt;
&lt;br /&gt;
=== Does air combat damage vs UFOs persist between Intercept screens? ===&lt;br /&gt;
&lt;br /&gt;
I&#039;m pretty sure it does. Once I tested using an Avenger vs a Battleship which was in a retaliation mission. I let the Avenger attack, and then withdraw after inflicting some damage and let the UFO get to a X-COM base. It took less defence hits than usual to destroy the battleship (IIRC, it was destroyed after 1 or 2 hits. The first being impossible without retaining damage, the second being very unlikely). 16:12, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Can the attacking side be switched so that up to 4 UFOs attack one XCom plane? ===&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27832</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27832"/>
		<updated>2010-03-15T19:48:28Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* &amp;quot;Spin-Off in progress&amp;quot; edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I see you already started on a home page, cool. It makes sense to start with &amp;quot;Top Tricks &amp;amp; Tips&amp;quot;.We probably need that in English too!&lt;br /&gt;
:Thinking about the structure, this is a wiki, so maybe name your pages e.g. &amp;quot;Home Page (Espanol)&amp;quot;. Then  link each Spanish name &amp;quot;{Spanish Name}&amp;quot; as a wiki redirect to each  &amp;quot;{English Name} (Espanol)&amp;quot; Spanish page. Or vice-versa.While you only have a small number of Spanish pages, link them from See Also of the English page, as well as from the Spanish Home Page.Just some suggestions. Hopefully Zombie and those other sysop-type guys will express a view. &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 09:47, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no idea how this would work out to be honest. An /es path would probably be the best idea, but I think we&#039;d need to be running a second copy of the wiki software to make that possible. (Something I always wanted anyway as UFO2000 isn&#039;t really a game in the series but a project - we are just hosting their pages). If anyone knows how the Wikipedia handles the languages internally, please let me know. Doing all those redirects just doesn&#039;t make much sense to me because it is a huge amount of work and could tax the system if there are too many queries. --[[User:Zombie|Zombie]] 22:30, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What about just creating a link for both languages in the left side menu, and a link to the other language in the main page?. That is simple enough, and most people will be visiting one language or the other, not switching around.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diegoba|Diegoba]] 20:18, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That would work for now and it has the benefit of being simple. [[User:Spike|Spike]] 06:31, 25 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, I added a link to the Spanish main page in the sidebar. Is that good? --[[User:Zombie|Zombie]] 23:53, 28 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch?&lt;br /&gt;
* Categorizing all pages related to the games. I&#039;ve finished it already with Apocalypse and TFTD shouldn&#039;t be too hard because it has the less pages, but it UFO is going to be a long work. I&#039;ve already started a few categories for UFO and TFTD (&amp;lt;nowiki&amp;gt;Category: Enemy Unknown/UFO Defense&amp;lt;/nowiki&amp;gt; and nowiki&amp;gt;Category: TFTD&amp;lt;/nowiki&amp;gt;, along with a few specific ones (&amp;lt;nowiki&amp;gt;Research (TFTD&amp;lt;/nowiki&amp;gt; and so on). It could also be possible to have some general categories that emcompass the whole of the series (UFOs/USOs, X-COM craft). [[User:Hobbes|Hobbes]] 16:32, 4 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Request ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that there is no pictures of TFTD, Apoc, or Int on the main welcome page. Any ordinary joe browsing to here from the four wiki (which I just added the links to point to here in &amp;quot;External links&amp;quot; on each page) is going to leave if they see just the first game picture (and not scroll down to see the other games covered).&lt;br /&gt;
&lt;br /&gt;
SO, my request: have a collage of all four (five incl. email? ) on the front page which easily shows each game box-front. If copywrite issue, then someone could get creative with their own personal artiste skills.&lt;br /&gt;
&lt;br /&gt;
: Further up this page there actually has been discussion of using the box art for the various games. Real life, as is often the case, intervenes. But it&#039;s not a bad idea mind you. A change is as good as a vacation. -[[User:NKF|NKF]] 18:20, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was just thinking about this the other day in fact. Anyway, there is a nice collage of all the game boxes on the side of the X-COM Collection box. I could probably scan that and stick it up here for you guys to check out if you want. --[[User:Zombie|Zombie]] 23:30, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Zombie, have you had a chance to scan the collage? Just spotted this as I was responding to a different matter. -[[User:NKF|NKF]] 22:05, 28 February 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
&lt;br /&gt;
PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
&lt;br /&gt;
PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
&lt;br /&gt;
Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
&lt;br /&gt;
: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
&lt;br /&gt;
PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
&lt;br /&gt;
: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
&lt;br /&gt;
Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
&lt;br /&gt;
I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
&lt;br /&gt;
GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 500 Internal error ==&lt;br /&gt;
&lt;br /&gt;
This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
&lt;br /&gt;
GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
&lt;br /&gt;
I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Copyrighted Materials from Official Sources ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve read a post concerning this and I suddenly couldn&#039;t remember if there&#039;s any guidelines regarding this, so I decided to ask your opinion about it. I&#039;ve been transcribing quite a few descriptions from game manuals and game UFOPaedia&#039;s for the articles about Apocalypse that I&#039;ve been adding because I worked under the assumption that this site is basically an online resource for players and it already uses a lot of copyrighted materials, especially images (and also to save some work in creating articles for the pages I&#039;ve been adding). &lt;br /&gt;
Another thing that I&#039;ve been putting into practice is some special editing to differenciate canon material from official sources, I can&#039;t remember how to describe but just check any the page of any organization from Apocalypse. Likely there&#039;s a better way to it but the most important would be to add something regarding this matter to the UFOPaedia&#039;s guidelines [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been thinking that official quotes of in-game text should be clearly defined as such and left unmodified. Perhaps a formatted table with a note at the end stating its source (or title/author/publisher/ISBN if it&#039;s from official printed material). Perhaps even have the quotation in italics. &lt;br /&gt;
&lt;br /&gt;
:(Example removed) &lt;br /&gt;
&lt;br /&gt;
: Would something like the above, or along similar lines work? Could be done by way of two templates (open and close), and you just sandwich the text in between them. The open/close templates could take one parameter each, the title/source. Leaving it out will obviously leave a blank. -[[User:NKF|NKF]] 21:56, 28 February 2010 (EST)&lt;br /&gt;
:: Something like this would do rather nicely. I think the important part is for the source of the copyrighted material to be clear. [[User:Hobbes|Hobbes]] 12:36, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::These could use some adjustments if anyone has any feedback to offer, but I&#039;ve converted the previous example into a pair of templates. We now have &amp;lt;nowiki&amp;gt;{{Ref Open}} and {Ref Close | }}&amp;lt;/nowiki&amp;gt; to wrap around quotations.  &lt;br /&gt;
&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celatid Autopsy Official Entry&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;p style =&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Ref Close| Source: Enemy Unknown/UFO Defense Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
::: The pipe symbol is very important for Ref Close - you put the list of references right after it. Check the source for the above example. The text is set to display one size smaller than the current font and is right aligned, but you can also use links and simple text formatting in the reference list.  -[[User:NKF|NKF]] 22:15, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Awesome stuff - thanks for the great work NKF. [[User:Spike|Spike]] 4:57, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==UFO Classes==&lt;br /&gt;
&lt;br /&gt;
Hi all!&lt;br /&gt;
&lt;br /&gt;
I recently finished a mod for X-COM UFO: Enemy Unknown that automatically assigns class and level to soldiers based solely on their stats, called &amp;quot;UFO Classes&amp;quot;. It would have been nearly impossible if not for all the reseach into game mechanics i gleaned off this site. &lt;br /&gt;
&lt;br /&gt;
In hope that my work improves the best game of all time, for all the people who made this possible, I proudly present: [[User:Necuno|UFO Classes]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Necuno|Necuno]] 15:20, 9 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Deleting trash files==&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t been able to find an option for deleting trash files, these files are not in use:&lt;br /&gt;
&lt;br /&gt;
If anyone could instruct me or perform the deletions I’d appreciate it.&lt;br /&gt;
&lt;br /&gt;
: Deleted as requested. You need to be an admin to delete files, so just ask like you did :) [[User:Hobbes|Hobbes]] 21:42, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Note that you can overwrite old files. Might be better off sticking to a more generic filename, then mentioning stuff like version numbers in the file comment section. One file name constantly being overwritten would be better then many files and many delete requests. - [[User:Bomb Bloke|Bomb Bloke]] 21:45, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Spin-Off in progress&amp;quot; edit ==&lt;br /&gt;
I don&#039;t think the last edit to Main Page (adding a &amp;quot;Spin-Off in progress&amp;quot; section) is appropriate. It implies official sanction (by Microprose, Mythos or whomever has the X-COM licence now) where there isn&#039;t any AFAIK. I would have reverted, but I guess it&#039;s best to discuss this first. [[User:Cesium|Cesium]] 19:57, 26 February 2010 (EST)&lt;br /&gt;
: I share the concern. This is effectively an ad for an in-development product. It is not a sanctioned product like the others in this section. It&#039;s of interest to XCom fans, but should be grouped with UFO2000, Pocket UFO, etc. [[User:Spike|Spike]] 22:04, 26 February 2010 (EST)&lt;br /&gt;
:: I also agree that calling it a spin-off is incorrect since it implies continuing some element of the original series and developing it, which would require permission from the owner of the trademark/copyright (on this case Take-Two). There are precedents for having projects related to X-COM on the Main Page (UFO2000 and Project Xenocide) but those are/were open-source and intended to recreate the original game, replicating or drawing heavily from it. It might be debatable if UFO2000 should have a place on this wiki, though. &lt;br /&gt;
:: For time being I will keep the change on the page until more opinions are heard, from the other administrators and hopefully from the author. [[User:Hobbes|Hobbes]] 19:45, 28 February 2010 (EST)&lt;br /&gt;
::: Almost a week has passed without any more comments on this issue. Unless there is further discussion I shall remove the section next Monday. [[User:Hobbes|Hobbes]] 12:35, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I&#039;ve often wondered if UFO2000 should be a part of the wiki as well. I&#039;m not saying that it (and all the other projects) don&#039;t deserve a place, but just having it here sets a precedent. If one fan made game can be on the wiki, why not all all the others as well? Removing any one could be seen as favouritism. But letting them all in has the danger of muddying the purpose of the wiki. &lt;br /&gt;
&lt;br /&gt;
::::I don&#039;t know what should be done with UFO2000 now that is has been established, but for the others: how about setting up a page that links to and advertise the various active fan X-COM-influenced projects? -[[User:NKF|NKF]] 03:31, 8 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: Isn&#039;t the case that UFO2000 has some special relationship, e.g. this is the &amp;quot;official&amp;quot; Wiki site for UFO2000 or something like that? So it&#039;s a special case. In the general case, fan made games and remakes should have less prominence, IMO. [[User:Spike|Spike]] 13:55, 8 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m biased towards UFO2000 since I was a member of the developer team, but I&#039;ll state what I think about it. UFO2000 is a playable game, but still in progress, which aimed to be a remake of the original game, although only the tactical game is implemented and the remake aim had to be dropped to prevent copyright issues. I can&#039;t remember who asked for it to be included in the wiki list of games but it clearly has content of its own (new weaponsets, tactics, etc., all expanding upon the original game). I agree with having a page to list all active projects. [[User:Hobbes|Hobbes]] 15:16, 8 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: Since there&#039;s a consensus the previous edit was inappropriate, and the Monday deadline came and passed, I&#039;ve reverted the edit. [[User:Cesium|Cesium]] 08:34, 15 March 2010 (EDT)&lt;br /&gt;
:: The deadline applied if there was no further discussion after it was set. Since people contributed to the discussion afterwards, the deadline became void. [[User:Hobbes|Hobbes]] 12:05, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Is there a consent in moving the section on the Main Page moved to a new Spin-Offs and Projects page? [[User:Hobbes|Hobbes]] 21:40, 13 March 2010 (EST)&lt;br /&gt;
:: I would agree to create a fan/tribute/etc projects page. The term Spin Offs should be reserved for &amp;quot;official&amp;quot; sequels and spin offs, if only because that&#039;s how it has been used. UFO 2000 could move to the tribute projects page, or keep its current special position. I don&#039;t mind which. It&#039;s more logical to have it all on one page, unless there are objections. [[User:Spike|Spike]] 14:47, 15 March 2010 (EDT)&lt;br /&gt;
:: I don&#039;t mind moving, as long as the current distinction re: spin-offs is kept, and the current wiki pages regarding these spin offs are also kept (e.g. timeline info). UFO 2000 can keep its special position, as this is also the official UFO2000 wiki and there&#039;s a lot of wiki pages for it. However, I wouldn&#039;t mind if it were moved. [[User:Cesium|Cesium]] 15:48, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NPOV-ing of TFTD Equipment ==&lt;br /&gt;
&lt;br /&gt;
After Spike used the new reference templates on the Dart Gun section, I got to reading most of general descriptions for the equipment articles. I feel they are due for rewrite to set them in line with the NPOV stance we&#039;ve adopted. That and some reorganization of the content, such as the UFO/TFTD weapon comparisons need to be shifted to the analysis page. &lt;br /&gt;
&lt;br /&gt;
If everyone doesn&#039;t mind, I&#039;ll try my hand at a few pages this week. -[[User:NKF|NKF]] 08:03, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I very much agree that the TFTD pages are generally weaker than the UFO pages, in their less neutral POV, more chatty style, and also in overall completeness. I think any effort to improve them would be most welcome. [[User:Spike|Spike]] 14:49, 15 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27828</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27828"/>
		<updated>2010-03-15T12:34:55Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* &amp;quot;Spin-Off in progress&amp;quot; edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
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__TOC__&lt;br /&gt;
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== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I see you already started on a home page, cool. It makes sense to start with &amp;quot;Top Tricks &amp;amp; Tips&amp;quot;.We probably need that in English too!&lt;br /&gt;
:Thinking about the structure, this is a wiki, so maybe name your pages e.g. &amp;quot;Home Page (Espanol)&amp;quot;. Then  link each Spanish name &amp;quot;{Spanish Name}&amp;quot; as a wiki redirect to each  &amp;quot;{English Name} (Espanol)&amp;quot; Spanish page. Or vice-versa.While you only have a small number of Spanish pages, link them from See Also of the English page, as well as from the Spanish Home Page.Just some suggestions. Hopefully Zombie and those other sysop-type guys will express a view. &lt;br /&gt;
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:[[User:Spike|Spike]] 09:47, 16 August 2009 (EDT)&lt;br /&gt;
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I have no idea how this would work out to be honest. An /es path would probably be the best idea, but I think we&#039;d need to be running a second copy of the wiki software to make that possible. (Something I always wanted anyway as UFO2000 isn&#039;t really a game in the series but a project - we are just hosting their pages). If anyone knows how the Wikipedia handles the languages internally, please let me know. Doing all those redirects just doesn&#039;t make much sense to me because it is a huge amount of work and could tax the system if there are too many queries. --[[User:Zombie|Zombie]] 22:30, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What about just creating a link for both languages in the left side menu, and a link to the other language in the main page?. That is simple enough, and most people will be visiting one language or the other, not switching around.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diegoba|Diegoba]] 20:18, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That would work for now and it has the benefit of being simple. [[User:Spike|Spike]] 06:31, 25 August 2009 (EDT)&lt;br /&gt;
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:Ok, I added a link to the Spanish main page in the sidebar. Is that good? --[[User:Zombie|Zombie]] 23:53, 28 August 2009 (EDT)&lt;br /&gt;
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&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch?&lt;br /&gt;
* Categorizing all pages related to the games. I&#039;ve finished it already with Apocalypse and TFTD shouldn&#039;t be too hard because it has the less pages, but it UFO is going to be a long work. I&#039;ve already started a few categories for UFO and TFTD (&amp;lt;nowiki&amp;gt;Category: Enemy Unknown/UFO Defense&amp;lt;/nowiki&amp;gt; and nowiki&amp;gt;Category: TFTD&amp;lt;/nowiki&amp;gt;, along with a few specific ones (&amp;lt;nowiki&amp;gt;Research (TFTD&amp;lt;/nowiki&amp;gt; and so on). It could also be possible to have some general categories that emcompass the whole of the series (UFOs/USOs, X-COM craft). [[User:Hobbes|Hobbes]] 16:32, 4 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Request ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that there is no pictures of TFTD, Apoc, or Int on the main welcome page. Any ordinary joe browsing to here from the four wiki (which I just added the links to point to here in &amp;quot;External links&amp;quot; on each page) is going to leave if they see just the first game picture (and not scroll down to see the other games covered).&lt;br /&gt;
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SO, my request: have a collage of all four (five incl. email? ) on the front page which easily shows each game box-front. If copywrite issue, then someone could get creative with their own personal artiste skills.&lt;br /&gt;
&lt;br /&gt;
: Further up this page there actually has been discussion of using the box art for the various games. Real life, as is often the case, intervenes. But it&#039;s not a bad idea mind you. A change is as good as a vacation. -[[User:NKF|NKF]] 18:20, 18 September 2009 (EDT)&lt;br /&gt;
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I was just thinking about this the other day in fact. Anyway, there is a nice collage of all the game boxes on the side of the X-COM Collection box. I could probably scan that and stick it up here for you guys to check out if you want. --[[User:Zombie|Zombie]] 23:30, 18 September 2009 (EDT)&lt;br /&gt;
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:: Zombie, have you had a chance to scan the collage? Just spotted this as I was responding to a different matter. -[[User:NKF|NKF]] 22:05, 28 February 2010 (EST) &lt;br /&gt;
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== Favicon ==&lt;br /&gt;
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Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
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:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
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Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
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:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
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::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
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&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
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: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
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== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
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: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
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:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
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:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
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== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
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PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
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PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
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Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
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: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
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: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
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PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
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: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
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: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
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Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
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== Regarding image file formats ==&lt;br /&gt;
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I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
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Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
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:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
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:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
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== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
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I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
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GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
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:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
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::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
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::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
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::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
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:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
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Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
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=== 14 March 2009 ===&lt;br /&gt;
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Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
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:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
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== 500 Internal error ==&lt;br /&gt;
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This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
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:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
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:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
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== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
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I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
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I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
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: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
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&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
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::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
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:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
&lt;br /&gt;
GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
&lt;br /&gt;
I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Copyrighted Materials from Official Sources ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve read a post concerning this and I suddenly couldn&#039;t remember if there&#039;s any guidelines regarding this, so I decided to ask your opinion about it. I&#039;ve been transcribing quite a few descriptions from game manuals and game UFOPaedia&#039;s for the articles about Apocalypse that I&#039;ve been adding because I worked under the assumption that this site is basically an online resource for players and it already uses a lot of copyrighted materials, especially images (and also to save some work in creating articles for the pages I&#039;ve been adding). &lt;br /&gt;
Another thing that I&#039;ve been putting into practice is some special editing to differenciate canon material from official sources, I can&#039;t remember how to describe but just check any the page of any organization from Apocalypse. Likely there&#039;s a better way to it but the most important would be to add something regarding this matter to the UFOPaedia&#039;s guidelines [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been thinking that official quotes of in-game text should be clearly defined as such and left unmodified. Perhaps a formatted table with a note at the end stating its source (or title/author/publisher/ISBN if it&#039;s from official printed material). Perhaps even have the quotation in italics. &lt;br /&gt;
&lt;br /&gt;
:(Example removed) &lt;br /&gt;
&lt;br /&gt;
: Would something like the above, or along similar lines work? Could be done by way of two templates (open and close), and you just sandwich the text in between them. The open/close templates could take one parameter each, the title/source. Leaving it out will obviously leave a blank. -[[User:NKF|NKF]] 21:56, 28 February 2010 (EST)&lt;br /&gt;
:: Something like this would do rather nicely. I think the important part is for the source of the copyrighted material to be clear. [[User:Hobbes|Hobbes]] 12:36, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::These could use some adjustments if anyone has any feedback to offer, but I&#039;ve converted the previous example into a pair of templates. We now have &amp;lt;nowiki&amp;gt;{{Ref Open}} and {Ref Close | }}&amp;lt;/nowiki&amp;gt; to wrap around quotations.  &lt;br /&gt;
&lt;br /&gt;
{{Ref Open}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celatid Autopsy Official Entry&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;p style =&amp;quot;text-indent:1em;&amp;quot;&amp;gt;&#039;&#039;&amp;quot;The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being.&amp;quot;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Ref Close| Source: Enemy Unknown/UFO Defense Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
::: The pipe symbol is very important for Ref Close - you put the list of references right after it. Check the source for the above example. The text is set to display one size smaller than the current font and is right aligned, but you can also use links and simple text formatting in the reference list.  -[[User:NKF|NKF]] 22:15, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Awesome stuff - thanks for the great work NKF. [[User:Spike|Spike]] 4:57, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==UFO Classes==&lt;br /&gt;
&lt;br /&gt;
Hi all!&lt;br /&gt;
&lt;br /&gt;
I recently finished a mod for X-COM UFO: Enemy Unknown that automatically assigns class and level to soldiers based solely on their stats, called &amp;quot;UFO Classes&amp;quot;. It would have been nearly impossible if not for all the reseach into game mechanics i gleaned off this site. &lt;br /&gt;
&lt;br /&gt;
In hope that my work improves the best game of all time, for all the people who made this possible, I proudly present: [[User:Necuno|UFO Classes]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Necuno|Necuno]] 15:20, 9 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Deleting trash files==&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t been able to find an option for deleting trash files, these files are not in use:&lt;br /&gt;
&lt;br /&gt;
If anyone could instruct me or perform the deletions I’d appreciate it.&lt;br /&gt;
&lt;br /&gt;
: Deleted as requested. You need to be an admin to delete files, so just ask like you did :) [[User:Hobbes|Hobbes]] 21:42, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Note that you can overwrite old files. Might be better off sticking to a more generic filename, then mentioning stuff like version numbers in the file comment section. One file name constantly being overwritten would be better then many files and many delete requests. - [[User:Bomb Bloke|Bomb Bloke]] 21:45, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Spin-Off in progress&amp;quot; edit ==&lt;br /&gt;
I don&#039;t think the last edit to Main Page (adding a &amp;quot;Spin-Off in progress&amp;quot; section) is appropriate. It implies official sanction (by Microprose, Mythos or whomever has the X-COM licence now) where there isn&#039;t any AFAIK. I would have reverted, but I guess it&#039;s best to discuss this first. [[User:Cesium|Cesium]] 19:57, 26 February 2010 (EST)&lt;br /&gt;
: I share the concern. This is effectively an ad for an in-development product. It is not a sanctioned product like the others in this section. It&#039;s of interest to XCom fans, but should be grouped with UFO2000, Pocket UFO, etc. [[User:Spike|Spike]] 22:04, 26 February 2010 (EST)&lt;br /&gt;
:: I also agree that calling it a spin-off is incorrect since it implies continuing some element of the original series and developing it, which would require permission from the owner of the trademark/copyright (on this case Take-Two). There are precedents for having projects related to X-COM on the Main Page (UFO2000 and Project Xenocide) but those are/were open-source and intended to recreate the original game, replicating or drawing heavily from it. It might be debatable if UFO2000 should have a place on this wiki, though. &lt;br /&gt;
:: For time being I will keep the change on the page until more opinions are heard, from the other administrators and hopefully from the author. [[User:Hobbes|Hobbes]] 19:45, 28 February 2010 (EST)&lt;br /&gt;
::: Almost a week has passed without any more comments on this issue. Unless there is further discussion I shall remove the section next Monday. [[User:Hobbes|Hobbes]] 12:35, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I&#039;ve often wondered if UFO2000 should be a part of the wiki as well. I&#039;m not saying that it (and all the other projects) don&#039;t deserve a place, but just having it here sets a precedent. If one fan made game can be on the wiki, why not all all the others as well? Removing any one could be seen as favouritism. But letting them all in has the danger of muddying the purpose of the wiki. &lt;br /&gt;
&lt;br /&gt;
::::I don&#039;t know what should be done with UFO2000 now that is has been established, but for the others: how about setting up a page that links to and advertise the various active fan X-COM-influenced projects? -[[User:NKF|NKF]] 03:31, 8 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: Isn&#039;t the case that UFO2000 has some special relationship, e.g. this is the &amp;quot;official&amp;quot; Wiki site for UFO2000 or something like that? So it&#039;s a special case. In the general case, fan made games and remakes should have less prominence, IMO. [[User:Spike|Spike]] 13:55, 8 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m biased towards UFO2000 since I was a member of the developer team, but I&#039;ll state what I think about it. UFO2000 is a playable game, but still in progress, which aimed to be a remake of the original game, although only the tactical game is implemented and the remake aim had to be dropped to prevent copyright issues. I can&#039;t remember who asked for it to be included in the wiki list of games but it clearly has content of its own (new weaponsets, tactics, etc., all expanding upon the original game). I agree with having a page to list all active projects. [[User:Hobbes|Hobbes]] 15:16, 8 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: Since there&#039;s a consensus the previous edit was inappropriate, and the Monday deadline came and passed, I&#039;ve reverted the edit. [[User:Cesium|Cesium]] 08:34, 15 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Is there a consent in moving the section on the Main Page moved to a new Spin-Offs and Projects page? [[User:Hobbes|Hobbes]] 21:40, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== NPOV-ing of TFTD Equipment ==&lt;br /&gt;
&lt;br /&gt;
After Spike used the new reference templates on the Dart Gun section, I got to reading most of general descriptions for the equipment articles. I feel they are due for rewrite to set them in line with the NPOV stance we&#039;ve adopted. That and some reorganization of the content, such as the UFO/TFTD weapon comparisons need to be shifted to the analysis page. &lt;br /&gt;
&lt;br /&gt;
If everyone doesn&#039;t mind, I&#039;ll try my hand at a few pages this week. -[[User:NKF|NKF]] 08:03, 15 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=27827</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=27827"/>
		<updated>2010-03-15T12:32:49Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Revert last edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Welcome to UFOpaedia.org! This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer game series introduced in 1994 by MicroProse.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All newbies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a computer game and not to general conspiracy theories regarding aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org is now hosted by StrategyCore * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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To visitors and regular contributors, the Ufopaedia.org wiki is now hosted on [http://www.strategycore.co.uk/ StrategyCore]. A big thank you to Gazchap who started and hosted for so long what has since become a most fascinating and informative resource on X-COM.  &lt;br /&gt;
&lt;br /&gt;
If you are experiencing any further strange errors that may be related to the move, please report them on the main page&#039;s [[Talk:Main_Page|talk]] page.&amp;lt;/div&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  X-COM Complete Packages now available for less than $15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&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 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  WELCOME NEW X-COMMIES!  * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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== Sequels ==&lt;br /&gt;
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== Spin-Offs ==&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
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| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
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|}&lt;br /&gt;
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{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
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| [[Background (Interceptor)|Background]]&lt;br /&gt;
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| [[The Frontier|The Frontier]]&lt;br /&gt;
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| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
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| [[Research (Interceptor)|Research]]&lt;br /&gt;
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| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
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| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
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| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
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|}&lt;br /&gt;
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{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
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| [[Info (Enforcer)|General Information]]&lt;br /&gt;
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| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
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| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
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== Discontinued Titles ==&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
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| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
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| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
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{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
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&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
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| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
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| [[Where to Get the Games]]&lt;br /&gt;
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&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27821</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27821"/>
		<updated>2010-03-14T23:43:56Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Realistic Demand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
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Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
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: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
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I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
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== Apocalypse Blog QA ==&lt;br /&gt;
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Uncle NKF to the rescue! &lt;br /&gt;
&lt;br /&gt;
Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
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The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
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Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
&lt;br /&gt;
... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
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Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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==Weapon Analysis==&lt;br /&gt;
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While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
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: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
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---&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
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It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
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:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
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: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
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: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
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: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
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:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
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:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
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== Realistic Demand ==&lt;br /&gt;
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I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
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For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
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Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
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: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a big boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
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: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the existing missile defences though. That&#039;s 3-10 shots for a single battery (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
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: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can (try to) ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how effective it is against the Power suit).&lt;br /&gt;
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: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;br /&gt;
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: I expect the big source for Elerium (to non X-COM groups) would be disassembling the spare Alien Grenades and Heavy Plasma clips X-COM sells. Why couldn&#039;t X-COM disassemble them themselves? If the weapon is inert than it should be possible... Maybe there&#039;s some Elerium quirk we don&#039;t know about. The more likely reason is that Mythos didn&#039;t think about it. [[User:Cesium|Cesium]] 18:47, 14 March 2010 (EDT)&lt;br /&gt;
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:: I think that&#039;s completely right, it all comes down the assumptions on how scarce Elerium is, and then what priority is placed on the Elerium-operated and Elerium-derived sellable items. What&#039;s missing (which they tried to do in Apocalypse) is a proper supply-demand mechanism which would probably send the price of Elerium soaring, and in turn that might tempt XCom commanders to sell more of it. If Elerium is nearly non existent outside of XCom then operating craft and weapons that require constant Elerium is extremely difficult, leading to low demand. On the other hand, for Elerium-containing items that don&#039;t need additional Elerium, such as Power Suits, it&#039;s up to XCom if they want to sell them I guess. Based on my scheme, the single most important use of Elerium to CFN governments would probably be building Psi-Amps. Outside the secret world of Psionics, I still think they would want some hybrid aircraft, even if fuel scarcity made operations and training almost impossible. I agree with you that, next to using Elerium to operate aircraft, using it for Power Suits and Flying Suits is a huge waste. If Elerium was as scarce for XCom as you suggest it would be for governments, XCom commanders would probably behave the same way. I guess that&#039;s an interesting thought experiment. If you had only 50 Elerium, or 25 Elerium, for the whole game, what would you use it for? You need 12 units to fuel your Avenger for Mars... what else do you build? I always thought the best way to set the &amp;quot;right&amp;quot; price for Elerium would be to somehow get multiple XCom players in the same game, and see what price they would be willing to buy/sell to each other at. [[User:Spike|Spike]] 19:33, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27819</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27819"/>
		<updated>2010-03-14T22:47:30Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Realistic Demand */ Another thought&lt;/p&gt;
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&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
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Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
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: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
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I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
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== Apocalypse Blog QA ==&lt;br /&gt;
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Uncle NKF to the rescue! &lt;br /&gt;
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Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
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The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
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Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
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... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
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Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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==Weapon Analysis==&lt;br /&gt;
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While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
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: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
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&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
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It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
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:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
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: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
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: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
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: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
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:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
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:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
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== Realistic Demand ==&lt;br /&gt;
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I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
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For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
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Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
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: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a bit boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
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: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the existing missile defences though. That&#039;s 3-10 shots for a single battery (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
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: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can (try to) ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how effective it is against the Power suit).&lt;br /&gt;
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: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;br /&gt;
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: I expect the big source for Elerium would be disassembling the spare Alien Grenades and Heavy Plasma clips X-COM sells. Why couldn&#039;t X-COM disassemble them themselves? If the weapon is inert than it should be possible... Maybe there&#039;s some Elerium quirk we don&#039;t know about. The more likely reason is that Mythos didn&#039;t think about it. [[User:Cesium|Cesium]] 18:47, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27817</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27817"/>
		<updated>2010-03-14T22:41:01Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Realistic Demand */&lt;/p&gt;
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&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
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Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
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: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
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I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
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== Apocalypse Blog QA ==&lt;br /&gt;
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Uncle NKF to the rescue! &lt;br /&gt;
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Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
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The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
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Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
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... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
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Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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==Weapon Analysis==&lt;br /&gt;
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While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
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: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
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&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
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It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
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:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
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: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
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: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
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: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
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:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
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:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
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== Realistic Demand ==&lt;br /&gt;
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I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
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For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
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Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
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: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a bit boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
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: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the existing missile defences though. That&#039;s 3-10 shots for a single battery (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
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: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can (try to) ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how effective it is against the Power suit).&lt;br /&gt;
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: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27816</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27816"/>
		<updated>2010-03-14T22:38:23Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Realistic Demand */&lt;/p&gt;
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&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
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Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
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: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
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I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
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== Apocalypse Blog QA ==&lt;br /&gt;
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Uncle NKF to the rescue! &lt;br /&gt;
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Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
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The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
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Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
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... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
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Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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==Weapon Analysis==&lt;br /&gt;
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While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
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: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
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&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
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It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
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:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
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: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
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: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
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: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
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:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
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:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
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== Realistic Demand ==&lt;br /&gt;
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I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
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For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
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Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
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: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a bit boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
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: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the existing missile defences though. That&#039;s 3-10 shots for a single battery (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
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: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how much).&lt;br /&gt;
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: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27815</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27815"/>
		<updated>2010-03-14T22:33:34Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Realistic Demand */ reply 2&lt;/p&gt;
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&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
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Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
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: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
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I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
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== Apocalypse Blog QA ==&lt;br /&gt;
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Uncle NKF to the rescue! &lt;br /&gt;
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Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
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The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
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Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
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... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
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Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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==Weapon Analysis==&lt;br /&gt;
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While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
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: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
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&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
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It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
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:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
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: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
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: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
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: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
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:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
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:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
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== Realistic Demand ==&lt;br /&gt;
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I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
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For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
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Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
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: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a bit boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
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: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the missile defence though. That&#039;s 3-10 shots (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
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: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how much).&lt;br /&gt;
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: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27814</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27814"/>
		<updated>2010-03-14T22:24:13Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Reply&lt;/p&gt;
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&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
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Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
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: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
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I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
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== Apocalypse Blog QA ==&lt;br /&gt;
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Uncle NKF to the rescue! &lt;br /&gt;
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Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
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The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
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Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
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Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
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... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
&lt;br /&gt;
While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hi Spike, to quote you from your user page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
&lt;br /&gt;
For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Large Units and Fire ==&lt;br /&gt;
&lt;br /&gt;
If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
&lt;br /&gt;
: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
 &lt;br /&gt;
: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
&lt;br /&gt;
: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
 &lt;br /&gt;
:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Realistic Demand ==&lt;br /&gt;
&lt;br /&gt;
I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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---&lt;br /&gt;
&lt;br /&gt;
Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
&lt;br /&gt;
For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
&lt;br /&gt;
Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
&lt;br /&gt;
: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a bit boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
&lt;br /&gt;
: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the missile defence though. That&#039;s 3-10 shots (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27812</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27812"/>
		<updated>2010-03-14T22:09:42Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Fixed Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independantly to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS envirments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drasticly reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: dosent apear untill after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat get&#039;s trunkated with slecting any improved weapon.&lt;br /&gt;
:*Fixed: This happend because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error dureing backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now useing 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recoverty no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocmbat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM dosent give access by default to the command prompt. If you know how to add that then you should know enought of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly dering Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. &lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -5   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -5   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gause Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27811</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27811"/>
		<updated>2010-03-14T22:07:35Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Move fixed bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
This is a Beta, so backup your files before using. And check back often for newer builds. &lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install cleaner&lt;br /&gt;
*New XcuSetup command line arguments were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating XcomUtil\debug.txt.&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran atleast once. &lt;br /&gt;
*XcuSetup can now have minimal impact on the game.&lt;br /&gt;
**Almost all options default to NO (Only Split Windows EXE set to Yes).&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
***Placement of X-Com Units on the Battlefield based on XcomUtil.cfg&lt;br /&gt;
***MIA Recovery on Won Combat (Units under mind\MC control when last controling alien killed are returned to X-Com control)&lt;br /&gt;
*XcomUtil.cfg is now pieced together and overwritten by XcuSetup (see XcomUtil\XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
**Will set X-Com to use CPU 0.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Installer will detect STEAM and change steam launcher to start the XcomUtil Steam Menu (can be re-installed with XcomUtil\SteamSetup.bat&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Hybrid Colors updated based on BombBloke&#039;s pallets.&lt;br /&gt;
*EQL flag allowed any turn.&lt;br /&gt;
*Add Xcom UFO Italian Support.&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won. &lt;br /&gt;
*MIA Recovery on won combat only.&lt;br /&gt;
*MIA Recovery no longer recovering units that bleed to death.&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Combine clips skiped if between stages of 2-3 part missions.&lt;br /&gt;
*Updated f0dders ReadMe per his request. (XcomUtil\bugfix-readme.txt)&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt &lt;br /&gt;
*Prompted Terrain in BattleField Generator allows to abort or use of current setting. &lt;br /&gt;
*Beta versions include&lt;br /&gt;
**XcomUtil\XcomUtil.log includes lots of debug info&lt;br /&gt;
**XcomUtil\Debug.txt created by default (Release will need &amp;quot;debug&amp;quot; command argument)&lt;br /&gt;
&lt;br /&gt;
Removed from this versions&lt;br /&gt;
&lt;br /&gt;
*New Desert and Urban terrain. (Will be added once I have a C++ version of the Java Terrain Edit.)&lt;br /&gt;
*Expanded capacity Laviathan, Hammerhead and Avenger (maps avalible in XcomUtil\Patches)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73 due to buffer overflow setting ERRORLVEL)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Excellent! For the first time xcusetup.bat completed for me in Dosbox in Ubuntu. Previously the SDUMP commands were hanging it. &lt;br /&gt;
&lt;br /&gt;
For the first time ever, I ran the sound setup utility. It did not response to any cursor keys, enter, tab, etc. The only key that worked was Escape, and I&#039;m not sure what this did. &lt;br /&gt;
&lt;br /&gt;
One point on the xcusetup.bat script - Ctrl C does not seem to work. On all those &amp;quot;press a key to continue&amp;quot; prompts could we also have &amp;quot;or &#039;q&#039; to quit&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:41, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;press a key to continue&amp;quot; is the Pause command. Ctrl + C works fine in Windows. DOSBox does not. The reason for the use of Pause is because an number of new players kept exiting setup early when I gave the option. Aborting early makes a mess and I dont want to have to troubleshoot it for Joe user. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
:: OK I see, that makes a lot of sense. [[User:Spike|Spike]] 06:52, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*There&#039;s no Italian text for the Alternate Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. &lt;br /&gt;
:*Anyone want to translate the text into Italian? --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
*The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]].&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:* Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
::*Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
:::* See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. For the general problem you will need to update the Psi Strength and also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:* I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Fusion Ball Launcher fixes - detailed discussion moved to [[Talk:Fusion_Ball_Launcher#XComUtil_FBL_Issues]]&lt;br /&gt;
** Profitability (inconsistency item) - becomes most profitable item when using Alternate Laser (and Plasma) Tech option. Recommendation - workshop space and Engineer hours x10, 4 Alloys, 20 Elerium. And make it more useful (see below).&lt;br /&gt;
** Usefulness &#039;&#039;(wish list item)&#039;&#039; - perceived as being not very useful with standard stats. Recommendation - increase ammo to 3. Leave damage as-is to allow for Tougher UFOs (see Wish List).&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
*don&#039;t prevent patching windows version while running in dosbox, or vice versa&lt;br /&gt;
:*Fixed: XcuSetup can be run independantly to the OS RunXcom is used in.&lt;br /&gt;
*4DOS and MS-DOS 5 dont like &amp;quot;-&amp;quot; in variable names. &lt;br /&gt;
:*Fixed&lt;br /&gt;
*Enviroment space reached quickly on most DOS envirments.&lt;br /&gt;
:*Partly Fixed: Requirement has been drasticly reduced to to ~1024 use of Command.com /e:xxxx still may be required&lt;br /&gt;
*EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:* Fixed in build 204. &lt;br /&gt;
*ANSI escape sequences aren&#039;t necessarily supported on a real dos environment/emulation&lt;br /&gt;
:*Fixed: ANSI only used in DOSBox&lt;br /&gt;
*If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had&lt;br /&gt;
:*Fixed: Autocombat will not run if you have already won.&lt;br /&gt;
*A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft.&lt;br /&gt;
:*Fixed: the unit placement for the default 12 unit craft has been added to XcomUtil.cfg &lt;br /&gt;
*Select terrain: dosent apear untill after I select a terrain in BFG prompting&lt;br /&gt;
:*Fixed&lt;br /&gt;
*geodata/obdata.dat get&#039;s trunkated with slecting any improved weapon.&lt;br /&gt;
:*Fixed: This happend because a full backup did not complete but XcuSetup does not detect it. Backup script&#039;s changed to avoid xcopy timeout on some versions of DOS. (Backups are required by SDUMP to apply patches)&lt;br /&gt;
*I get this error dureing backup &amp;quot;16-bit MS-DOS Subsystem NTVDM has encountered a System Error The handle is invalid.&amp;quot;&lt;br /&gt;
:*Fixed: All NT based OS&#039;s now useing 32bit EXE&#039;s &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:*NOT Fixed: This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
:*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
:*Fixed: Clip recoverty no longer ran between parts of 2-3 part missions. Autocombat only crashes on two part if you are aborting the second stage and the save in slot 10 is from the first stage. Stage comparisons are now done to abort autocmbat if you do this.&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:*Fixed: 9.7 only removes the maps if you use the BFG. I hope to have 9.8 not remove them at all.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*The XcuSetup prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;.&lt;br /&gt;
:*Fixed: Renamed to Alternate Lasor weapons.&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
:*NOT Fixed: STEAM dosent give access by default to the command prompt. If you know how to add that then you should know enought of DOS not to need the STEAM menu. --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:*Fixed: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
:*Partialy Fixed: 9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:*Fixed: Added support and patching offsets.&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
:*Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
:*Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:*Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. [[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
*FreeDOS breaks horribly dering Setup&lt;br /&gt;
:*This is most likely an issue with the limits of FreeDOS.&lt;br /&gt;
:** Actually, this seems to work well for the latest builds (tested with FreeCOM 0.84 under dosemu). [[User:Cesium|Cesium]] 18:07, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Pistol Modification ===&lt;br /&gt;
*Remove 3rd burst for Pistol &lt;br /&gt;
Detailed discussion moved to [[Talk:Pistol#XComUtil_Burst_Mode_Pistol]] to de-clutter this page. Summarised recommendations will be posted back here based on whatever consensus emerges.&lt;br /&gt;
&lt;br /&gt;
Current recommendation: Reduce auto accuracy from 60% to 20%, with the same TUs (54%).When prompting, point out that no improvements are required to the Pistol to make it useful. [[User:Spike|Spike]] 08:12, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Fusion weapons inconsistently exempted from Alternate Laser Tech ===&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
* In the meantime (ahead of introducing any changes), maybe change the prompt to &amp;quot;Alternate Laser and Plasma Tech&amp;quot;/&amp;quot;Alternate Gauss and Sonic Tech&amp;quot;, and/or point out explicitly that the changes don&#039;t affect any Fusion/Blaster/Pulse Wave weapons. [[User:Spike|Spike]] 08:15, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::*Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
:::* Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
:::# Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::# Deduct dead civs from current stage.&lt;br /&gt;
:::# Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has more than twice as many flare-carrying soldiers than there are remaining aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: The problem was due to [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Ammo loaded into a weapon by the game automatically prior to the equip phase is not caught by the W: function. When the ammo is loaded manually, both rules works fine. [[User:Spike|Spike]] 18:16, 13 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
::This rule set might work:&lt;br /&gt;
&lt;br /&gt;
 // Tanks - distinguish chassis types. &lt;br /&gt;
 +40  u:3-3 R:0-0                // Tank, Tracked (Cannon, Rocket, Laser)//To Test&lt;br /&gt;
 +60  u:3-3 R:1-1                // Tank, Hover  (Plasma, Fusion) //To Test&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no statid makes a distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
 -5   T:1- u:13-13		// &amp;quot;Flying&amp;quot; Alien - Hallucinoid &lt;br /&gt;
 -5   T:1- u:11-11		// &amp;quot;Flying&amp;quot; Alien - Tentaculat  &lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 &amp;lt;s&amp;gt;+5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&amp;lt;/s&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
:::: OK, if AutoCombat rates stun rods as doing no damage, the lower range of the W: function (&amp;quot;superiority&amp;quot;) will likely never work. So we can&#039;t tell whether or not a Stun Rod is &amp;quot;effective&amp;quot; vs the current enemy. In general, the Stun Rod is a pretty effective weapon. So instead we generalise and just use something like this rule set:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
 //It would be nice if AutoCombat checked for the presence of Stun Rods and used them to increase the chance of an alien casualty being stunned rather than killed. &lt;br /&gt;
 &lt;br /&gt;
 //To Do: check if TFTD melee weapons are included in &amp;quot;effective&amp;quot; weapons by the W: statid.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== TFTD Gause Tank Research Fix ===&lt;br /&gt;
*Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while&lt;br /&gt;
:*I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
:::: That makes a lot of sense. The initial money is the same as the initial funding. Doh! I should&#039;ve realised that. The solution to poke a negative number into the money field, prior to the &amp;quot;hidden funding round&amp;quot;, sounds a great idea. &lt;br /&gt;
:::: Looking at initial money vs funding, your initial cash is always $1,860,000 less than your initial funding. This $1.86M is probably made up of the first 3 rows (only) of your initial Monthly Costs: $500K transport rental, $1200K Interceptor rental, and $160K salary (not hiring fees) for 8 Soldiers. The salary (and hiring fees) for 10 Scientists and 10 Engineers are ignored. The Base Maintenance costs, $224K for a standard starting base, are also ignored. This generosity saves you at least $774K. Could this be considered a bug? Possibly. &lt;br /&gt;
:::: The cash value of the XComUtil Improved Base is a whopping $4.5M. This is $1.6M of facilities (Alien Containment, Large Radar, 2nd Living Quarters) and $2.9M of personnel (+10 Engineers, +40 Scientists). $4.5M would wipe out all starting cash and players would begin the game with a negative balance - quite challenging! For XComUtil, it might be best to break improved Facilities and Extra Starting Personnel into 2 options, with each having a sub-option to pay for the improvements. &#039;&#039;&amp;quot;These extra facilities/staff would cost $1.6M/$2.9M, do you want to deduct that amount from your starting cash?&amp;quot;&#039;&#039; [[User:Spike|Spike]] 20:48, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Easier Inventory Management ===&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
::::: This has been added --[[User:BladeFireLight|BladeFireLight]] 01:15, 14 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= MISC =&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27808</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=27808"/>
		<updated>2010-03-14T21:21:26Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Realistic demand thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Message Board ==&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
&lt;br /&gt;
Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse Blog QA ==&lt;br /&gt;
&lt;br /&gt;
Uncle NKF to the rescue! &lt;br /&gt;
&lt;br /&gt;
Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
&lt;br /&gt;
The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
&lt;br /&gt;
Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
&lt;br /&gt;
The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
&lt;br /&gt;
Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
&lt;br /&gt;
Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
&lt;br /&gt;
== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
&lt;br /&gt;
... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
&lt;br /&gt;
While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hi Spike, to quote you from your user page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Large Units and Fire ==&lt;br /&gt;
&lt;br /&gt;
If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
&lt;br /&gt;
: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
 &lt;br /&gt;
: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
&lt;br /&gt;
: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
 &lt;br /&gt;
:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Realistic Demand ==&lt;br /&gt;
&lt;br /&gt;
I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27767</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27767"/>
		<updated>2010-03-11T11:53:11Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Build 435 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. In addition to the Psi Strength. Also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-IN) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27766</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27766"/>
		<updated>2010-03-11T11:35:57Z</updated>

		<summary type="html">&lt;p&gt;Cesium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. In addition to the Psi Strength. Also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-IN) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27765</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27765"/>
		<updated>2010-03-11T11:35:09Z</updated>

		<summary type="html">&lt;p&gt;Cesium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Build 435==&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. In addition to the Psi Strength. Also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-IN) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27764</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27764"/>
		<updated>2010-03-11T11:33:16Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Build 435 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. In addition to the Psi Strength. Also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-IN) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27750</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27750"/>
		<updated>2010-03-09T22:39:48Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27749</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27749"/>
		<updated>2010-03-09T22:36:52Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27736</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27736"/>
		<updated>2010-03-07T20:00:24Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* AutoAbort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* AutoCombat issues&lt;br /&gt;
** Day vs Night&lt;br /&gt;
*** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
*** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
*** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. &lt;br /&gt;
** The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
** Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as Auto weapons (+5). (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
** Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
** Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50.&lt;br /&gt;
** Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
** Flying units (either side) should be worth say +/- 5&lt;br /&gt;
** If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
** Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
** Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
** AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
** Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoAbort ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoAbort, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoAbort without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27734</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27734"/>
		<updated>2010-03-07T19:18:57Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistenly exempted from the &amp;quot;more difficult&amp;quot; energy weapons option.  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;more difficult&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoAbort ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoAbort, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27730</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27730"/>
		<updated>2010-03-07T16:42:20Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistenly exempted from the &amp;quot;more difficult&amp;quot; energy weapons option.  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;more difficult&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i -f&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoAbort ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoAbort, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27725</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27725"/>
		<updated>2010-03-07T14:50:20Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistenly exempted from the &amp;quot;more difficult&amp;quot; energy weapons option.  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;more difficult&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i -f&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoAbort ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoAbort, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27724</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27724"/>
		<updated>2010-03-07T14:48:40Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Open Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistenly exempted from the &amp;quot;more difficult&amp;quot; energy weapons option.  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;more difficult&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoAbort ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoAbort, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27650</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27650"/>
		<updated>2010-02-27T02:06:44Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* &amp;quot;Spin-Off in progress&amp;quot; edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
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&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I see you already started on a home page, cool. It makes sense to start with &amp;quot;Top Tricks &amp;amp; Tips&amp;quot;.We probably need that in English too!&lt;br /&gt;
:Thinking about the structure, this is a wiki, so maybe name your pages e.g. &amp;quot;Home Page (Espanol)&amp;quot;. Then  link each Spanish name &amp;quot;{Spanish Name}&amp;quot; as a wiki redirect to each  &amp;quot;{English Name} (Espanol)&amp;quot; Spanish page. Or vice-versa.While you only have a small number of Spanish pages, link them from See Also of the English page, as well as from the Spanish Home Page.Just some suggestions. Hopefully Zombie and those other sysop-type guys will express a view. &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 09:47, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no idea how this would work out to be honest. An /es path would probably be the best idea, but I think we&#039;d need to be running a second copy of the wiki software to make that possible. (Something I always wanted anyway as UFO2000 isn&#039;t really a game in the series but a project - we are just hosting their pages). If anyone knows how the Wikipedia handles the languages internally, please let me know. Doing all those redirects just doesn&#039;t make much sense to me because it is a huge amount of work and could tax the system if there are too many queries. --[[User:Zombie|Zombie]] 22:30, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What about just creating a link for both languages in the left side menu, and a link to the other language in the main page?. That is simple enough, and most people will be visiting one language or the other, not switching around.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diegoba|Diegoba]] 20:18, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That would work for now and it has the benefit of being simple. [[User:Spike|Spike]] 06:31, 25 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, I added a link to the Spanish main page in the sidebar. Is that good? --[[User:Zombie|Zombie]] 23:53, 28 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch?&lt;br /&gt;
* Categorizing all pages related to the games. I&#039;ve finished it already with Apocalypse and TFTD shouldn&#039;t be too hard because it has the less pages, but it UFO is going to be a long work. I&#039;ve already started a few categories for UFO and TFTD (&amp;lt;nowiki&amp;gt;Category: Enemy Unknown/UFO Defense&amp;lt;/nowiki&amp;gt; and nowiki&amp;gt;Category: TFTD&amp;lt;/nowiki&amp;gt;, along with a few specific ones (&amp;lt;nowiki&amp;gt;Research (TFTD&amp;lt;/nowiki&amp;gt; and so on). It could also be possible to have some general categories that emcompass the whole of the series (UFOs/USOs, X-COM craft). [[User:Hobbes|Hobbes]] 16:32, 4 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
&lt;br /&gt;
PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
&lt;br /&gt;
PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
&lt;br /&gt;
Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
&lt;br /&gt;
: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
&lt;br /&gt;
PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
&lt;br /&gt;
: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
&lt;br /&gt;
Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
&lt;br /&gt;
I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
&lt;br /&gt;
GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 500 Internal error ==&lt;br /&gt;
&lt;br /&gt;
This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
&lt;br /&gt;
GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
&lt;br /&gt;
I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Request ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that there is no pictures of TFTD, Apoc, or Int on the main welcome page. Any ordinary joe browsing to here from the four wiki (which I just added the links to point to here in &amp;quot;External links&amp;quot; on each page) is going to leave if they see just the first game picture (and not scroll down to see the other games covered).&lt;br /&gt;
&lt;br /&gt;
SO, my request: have a collage of all four (five incl. email? ) on the front page which easily shows each game box-front. If copywrite issue, then someone could get creative with their own personal artiste skills.&lt;br /&gt;
&lt;br /&gt;
: Further up this page there actually has been discussion of using the box art for the various games. Real life, as is often the case, intervenes. But it&#039;s not a bad idea mind you. A change is as good as a vacation. -[[User:NKF|NKF]] 18:20, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was just thinking about this the other day in fact. Anyway, there is a nice collage of all the game boxes on the side of the X-COM Collection box. I could probably scan that and stick it up here for you guys to check out if you want. --[[User:Zombie|Zombie]] 23:30, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Copyrighted Materials from Official Sources ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve read a post concerning this and I suddenly couldn&#039;t remember if there&#039;s any guidelines regarding this, so I decided to ask your opinion about it. I&#039;ve been transcribing quite a few descriptions from game manuals and game UFOPaedia&#039;s for the articles about Apocalypse that I&#039;ve been adding because I worked under the assumption that this site is basically an online resource for players and it already uses a lot of copyrighted materials, especially images (and also to save some work in creating articles for the pages I&#039;ve been adding). &lt;br /&gt;
Another thing that I&#039;ve been putting into practice is some special editing to differenciate canon material from official sources, I can&#039;t remember how to describe but just check any the page of any organization from Apocalypse. Likely there&#039;s a better way to it but the most important would be to add something regarding this matter to the UFOPaedia&#039;s guidelines [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
==UFO Classes==&lt;br /&gt;
&lt;br /&gt;
Hi all!&lt;br /&gt;
&lt;br /&gt;
I recently finished a mod for X-COM that adds class and level to soldiers based on their stats, called &amp;quot;UFO Classes&amp;quot;. It would have been nearly impossible if not for all the reseach into game mechanics i gleaned off this site. Due to this it would seem somewhat hypocritical if i didn&#039;t make my mod publicly available.&lt;br /&gt;
&lt;br /&gt;
So here it is: [[User:Necuno|UFO Classes]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Necuno|Necuno]] 15:20, 9 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Deleting trash files==&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t been able to find an option for deleting trash files, these files are not in use:&lt;br /&gt;
&lt;br /&gt;
If anyone could instruct me or perform the deletions I’d appreciate it.&lt;br /&gt;
&lt;br /&gt;
: Deleted as requested. You need to be an admin to delete files, so just ask like you did :) [[User:Hobbes|Hobbes]] 21:42, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Note that you can overwrite old files. Might be better off sticking to a more generic filename, then mentioning stuff like version numbers in the file comment section. One file name constantly being overwritten would be better then many files and many delete requests. - [[User:Bomb Bloke|Bomb Bloke]] 21:45, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Spin-Off in progress&amp;quot; edit ==&lt;br /&gt;
I don&#039;t think the last edit to Main Page (adding a &amp;quot;Spin-Off in progress&amp;quot; section) is appropriate. It implies official sanction (by Microprose, Mythos or whomever has the X-COM licence now) where there isn&#039;t any AFAIK. I would have reverted, but I guess it&#039;s best to discuss this first. [[User:Cesium|Cesium]] 19:57, 26 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Analysis&amp;diff=27649</id>
		<title>Weapon Analysis</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Analysis&amp;diff=27649"/>
		<updated>2010-02-27T01:56:49Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Cross Game Discussions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This section is intended as a place to collate articles or discussions where the merits of the various weapons are gauged or compared. &lt;br /&gt;
&lt;br /&gt;
The scope of the articles can span between UFO and TFTD and can cover any weapons in either game. This includes craft/UFO weapons, hand held weapons or tank turrets/terror unit weapons. &lt;br /&gt;
&lt;br /&gt;
= Weapon Analysis Disclaimer =&lt;br /&gt;
&lt;br /&gt;
Though Ufopaedia.org attempts to be factual in its core articles (note that some artistic license may be taken in the non-essential descriptions), the cases presented on this page are strictly the opinion of the respective author(s). &lt;br /&gt;
&lt;br /&gt;
Care has been taken to provide facts and statistics where appropriate but it is up to the reader to decide how to use make use of this information.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Weapon Debates=&lt;br /&gt;
&lt;br /&gt;
==UFO==&lt;br /&gt;
&amp;lt;table width = &amp;quot;100%&amp;quot; border = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width = &amp;quot;50%&amp;quot; valign = &amp;quot;top&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:•[[Best Starting Weapons (EU)]]&lt;br /&gt;
:•[[Skipping Laser Weapons]]&lt;br /&gt;
:•[[Skipping Plasma Weapons]] &lt;br /&gt;
:•[[Heavy Cannon vs Auto Cannon]]&lt;br /&gt;
:•Rifle Comparisons &lt;br /&gt;
::•[[Rifle vs Pistol]]&lt;br /&gt;
::•[[Rifle vs Laser Pistol]]&lt;br /&gt;
:•[[Laser Pistol vs All Predecessors]]&lt;br /&gt;
:•Laser Rifle comparisons &lt;br /&gt;
::•[[Laser Rifle vs All Predecessors]]&lt;br /&gt;
::•[[Laser Rifle vs Laser Pistol]]&lt;br /&gt;
::•[[Laser Rifle vs Heavy Plasma]]&lt;br /&gt;
:•Heavy Laser Comparisons &lt;br /&gt;
::•[[Heavy Laser vs Heavy Plasma]]&lt;br /&gt;
::•[[Heavy Laser vs Heavy Cannon]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:•[[Craft Weapon Anaylsis (EU)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TFTD==&lt;br /&gt;
&amp;lt;table width = &amp;quot;100%&amp;quot; border = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width = &amp;quot;50%&amp;quot; valign = &amp;quot;top&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:•[[Best Starting Weapons (TFTD)]]&lt;br /&gt;
:•[[Skipping Gauss Weapons]]&lt;br /&gt;
:•[[Skipping Sonic Weapons]] &lt;br /&gt;
:•[[Sonic Cannon vs Displacer/Sonic]]&lt;br /&gt;
:•[[Gas Cannon vs Torpedo Launcher]] &lt;br /&gt;
:•Sonic Pistol comparisons &lt;br /&gt;
::•[[Sonic Pistol vs Heavy Gauss]]&lt;br /&gt;
::•[[Sonic Pistol vs. Gauss Rifle]]&lt;br /&gt;
::•[[Sonic Pistol vs. Gauss Pistol]]&lt;br /&gt;
::•[[Sonic Pistol vs Sonic Blasta Rifle]]&lt;br /&gt;
::•[[Sonic Pistol vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:•[[Craft Weapon Anaylsis (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Discussions==&lt;br /&gt;
:•[[Recommended Weapon Research Order]]&lt;br /&gt;
:•[[Weapons by Role]]&lt;br /&gt;
:•[[HE vs single target weapons]]&lt;br /&gt;
:•[[Tanks vs Troops]]&lt;br /&gt;
&lt;br /&gt;
==Cross Game Discussions==&lt;br /&gt;
:•[[Stun Rod vs Thermal Tazer]]&lt;br /&gt;
:•[[High Explosive vs Magna-Pack Explosive]]&lt;br /&gt;
:•[[Pistol vs Dart Gun]]&lt;br /&gt;
:•[[Heavy Cannon vs Gas Cannon]]&lt;br /&gt;
:•[[Auto Cannon vs Hydro-Jet Cannon]]&lt;br /&gt;
:•[[Rocket Launcher vs Torpedo Launcher]]&lt;br /&gt;
:•[[Heavy Laser vs Heavy Gauss]]&lt;br /&gt;
:•[[Plasma Pistol vs Sonic Pistol]]&lt;br /&gt;
:•[[Plasma Rifle vs Sonic Blasta Rifle]]&lt;br /&gt;
:•[[Heavy Plasma vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
=Quantitative Analysis=&lt;br /&gt;
&lt;br /&gt;
Accuracy&lt;br /&gt;
&lt;br /&gt;
*[[User_talk:Bomb_Bloke#Firing_Accuracy]]&lt;br /&gt;
*[[Firing Accuracy Testing]]&lt;br /&gt;
&lt;br /&gt;
Firepower&lt;br /&gt;
&lt;br /&gt;
*[[Firepower Tables]]&lt;br /&gt;
*[[Image:Firepower.xls]]&lt;br /&gt;
*Avg TUs per Kill Rankings, vs Targets (using [[User:Spike#Tactical_Firepower_Model|this kill model]])&lt;br /&gt;
**[[Talk:Sectoid#Weapon_Rankings_Vs_Sectoids|Sectoid]]&lt;br /&gt;
**[[Talk:Floater#Weapon_Rankings_Vs._Floaters|Floater]]&lt;br /&gt;
**[[Talk:Cyberdisc#Weapon_Rankings_Vs._Cyberdiscs|Cyberdisc]]&lt;br /&gt;
**[[Talk:Reaper#Weapon_Rankings_Vs._Reapers|Reaper]]&lt;br /&gt;
**[[Talk:Muton#Weapon_Rankings_Vs._Mutons|Muton]]&lt;br /&gt;
**[[Talk:Celatid#Weapon_Rankings_Vs._Celatids|Celatid]]&lt;br /&gt;
**[[Talk:Silacoid#Weapon_Rankings_Vs_Silacoids|Silacoid]]&lt;br /&gt;
**[[Talk:Snakeman#Weapon_Rankings_Vs._Snakemen|Snakeman]]&lt;br /&gt;
**[[Talk:Chryssalid#Weapon_Rankings_Vs._Chryssalids|Chryssalid]]&lt;br /&gt;
**[[Talk:Zombie#Weapon_Rankings_Vs._Zombies|Zombie]]&lt;br /&gt;
**[[Talk:Ethereal#Weapon_Rankings_Vs._Ethereals|Ethereal]]&lt;br /&gt;
**[[Talk:Sectopod#Weapon_Rankings_Vs._Sectopods|Sectopod]]&lt;br /&gt;
*[[Tank_Firepower|Kill Rankings for Tanks]]&lt;br /&gt;
&lt;br /&gt;
=Other Discussions=&lt;br /&gt;
&lt;br /&gt;
*[[Accuracy vs TU Efficiency]]&lt;br /&gt;
*[[Talk:Launcher Weapons]]&lt;br /&gt;
*[[Aimed, Snap, or Auto?]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Weapons (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Magna-Pack_Explosive&amp;diff=27648</id>
		<title>Magna-Pack Explosive</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Magna-Pack_Explosive&amp;diff=27648"/>
		<updated>2010-02-27T01:52:49Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Move comparison to separate entry, copy note about Pulsar to main entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
This explosive should only be used for demolition purposes. However past experience has shown that these powerful explosive packs are ideal weapons for rooting out Aliens. The blast radius is large so ensure no aquanauts are within the minimum safe distance.&lt;br /&gt;
&lt;br /&gt;
This explosive is not as strong or as light as the [[Sonic Pulser]], and once sufficient stocks of the Sonic Pulser are available, the Magna-Pack should be supplanted by the Pulser.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[High Explosive]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs High Explosive==&lt;br /&gt;
See [[High Explosive vs Magna-Pack Explosive]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Magpack.gif|right]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 High Explosive&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 6&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_(TFTD)|Cost]]: $1,500&lt;br /&gt;
*Sell Price: $1,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Weapons (TFTD)]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=High_Explosive_vs_Magna-Pack_Explosive&amp;diff=27647</id>
		<title>High Explosive vs Magna-Pack Explosive</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=High_Explosive_vs_Magna-Pack_Explosive&amp;diff=27647"/>
		<updated>2010-02-27T01:49:00Z</updated>

		<summary type="html">&lt;p&gt;Cesium: New page: The Magna-Pack Explosive is slightly less powerful than the High Explosive, but serves the same purpose; big early explosive. While the High Explosive arguably maintains some viability...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Magna-Pack Explosive]] is slightly less powerful than the High Explosive, but serves the same purpose; big early explosive. While the High Explosive arguably maintains some viability later in the fight (as it is a bit more powerful than the [[Alien Grenade]]), the Magna-Pack is completely obsoleted by the [[Sonic Pulser]] which is smaller, lighter and more powerful.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thermal_Tazer&amp;diff=27646</id>
		<title>Thermal Tazer</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thermal_Tazer&amp;diff=27646"/>
		<updated>2010-02-27T01:29:11Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Comparison to UFO: EUs Stun Rod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
[[Image:ThermalTazer.gif|right]]&lt;br /&gt;
&lt;br /&gt;
The Thermal Tazer is similar in function to a shock baton except that it works by freezing its target into a severe state of hypothermia. &lt;br /&gt;
&lt;br /&gt;
The tazer is a very reliable device for incapacitating enemy targets, however it must be used in close quarters. Until you obtain a [[Thermal Shok Launcher]], the tazer is one of the few starting weapons that can be used to easily disable a [[Lobsterman]]. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Stun Rod]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Stun Rod==&lt;br /&gt;
See [[Stun Rod vs Thermal Tazer]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal Tazer&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 1 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 100% Freeze&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Freeze&lt;br /&gt;
* Damage&lt;br /&gt;
** 80 Freeze&lt;br /&gt;
* Price&lt;br /&gt;
** $1260&lt;br /&gt;
&lt;br /&gt;
== Usage Notes ==&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stun_Rod_vs_Thermal_Tazer&amp;diff=27645</id>
		<title>Stun Rod vs Thermal Tazer</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun_Rod_vs_Thermal_Tazer&amp;diff=27645"/>
		<updated>2010-02-27T01:28:47Z</updated>

		<summary type="html">&lt;p&gt;Cesium: New page: Maintaining the 100% accuracy, the Thermal Tazer is one-third slower than its predecessor, but is more powerful to compensate. (80 vs 65)  It serves the same purpose, and ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maintaining the 100% accuracy, the [[Thermal Tazer]] is one-third slower than its [[Stun Rod|predecessor]], but is more powerful to compensate. (80 vs 65)  It serves the same purpose, and can be used as an early [[Lobsterman]]-buster; since it is a stun weapon, it does 110% damage against lobstermen, an average of 88 stun damage (176 max), and will often be able to knock them out in 1 hit.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Analysis&amp;diff=27644</id>
		<title>Weapon Analysis</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Analysis&amp;diff=27644"/>
		<updated>2010-02-27T01:25:49Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Cross Game Discussions */ add another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This section is intended as a place to collate articles or discussions where the merits of the various weapons are gauged or compared. &lt;br /&gt;
&lt;br /&gt;
The scope of the articles can span between UFO and TFTD and can cover any weapons in either game. This includes craft/UFO weapons, hand held weapons or tank turrets/terror unit weapons. &lt;br /&gt;
&lt;br /&gt;
= Weapon Analysis Disclaimer =&lt;br /&gt;
&lt;br /&gt;
Though Ufopaedia.org attempts to be factual in its core articles (note that some artistic license may be taken in the non-essential descriptions), the cases presented on this page are strictly the opinion of the respective author(s). &lt;br /&gt;
&lt;br /&gt;
Care has been taken to provide facts and statistics where appropriate but it is up to the reader to decide how to use make use of this information.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Weapon Debates=&lt;br /&gt;
&lt;br /&gt;
==UFO==&lt;br /&gt;
&amp;lt;table width = &amp;quot;100%&amp;quot; border = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width = &amp;quot;50%&amp;quot; valign = &amp;quot;top&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:•[[Best Starting Weapons (EU)]]&lt;br /&gt;
:•[[Skipping Laser Weapons]]&lt;br /&gt;
:•[[Skipping Plasma Weapons]] &lt;br /&gt;
:•[[Heavy Cannon vs Auto Cannon]]&lt;br /&gt;
:•Rifle Comparisons &lt;br /&gt;
::•[[Rifle vs Pistol]]&lt;br /&gt;
::•[[Rifle vs Laser Pistol]]&lt;br /&gt;
:•[[Laser Pistol vs All Predecessors]]&lt;br /&gt;
:•Laser Rifle comparisons &lt;br /&gt;
::•[[Laser Rifle vs All Predecessors]]&lt;br /&gt;
::•[[Laser Rifle vs Laser Pistol]]&lt;br /&gt;
::•[[Laser Rifle vs Heavy Plasma]]&lt;br /&gt;
:•Heavy Laser Comparisons &lt;br /&gt;
::•[[Heavy Laser vs Heavy Plasma]]&lt;br /&gt;
::•[[Heavy Laser vs Heavy Cannon]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:•[[Craft Weapon Anaylsis (EU)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TFTD==&lt;br /&gt;
&amp;lt;table width = &amp;quot;100%&amp;quot; border = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width = &amp;quot;50%&amp;quot; valign = &amp;quot;top&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:•[[Best Starting Weapons (TFTD)]]&lt;br /&gt;
:•[[Skipping Gauss Weapons]]&lt;br /&gt;
:•[[Skipping Sonic Weapons]] &lt;br /&gt;
:•[[Sonic Cannon vs Displacer/Sonic]]&lt;br /&gt;
:•[[Gas Cannon vs Torpedo Launcher]] &lt;br /&gt;
:•Sonic Pistol comparisons &lt;br /&gt;
::•[[Sonic Pistol vs Heavy Gauss]]&lt;br /&gt;
::•[[Sonic Pistol vs. Gauss Rifle]]&lt;br /&gt;
::•[[Sonic Pistol vs. Gauss Pistol]]&lt;br /&gt;
::•[[Sonic Pistol vs Sonic Blasta Rifle]]&lt;br /&gt;
::•[[Sonic Pistol vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:•[[Craft Weapon Anaylsis (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Discussions==&lt;br /&gt;
:•[[Recommended Weapon Research Order]]&lt;br /&gt;
:•[[Weapons by Role]]&lt;br /&gt;
:•[[HE vs single target weapons]]&lt;br /&gt;
:•[[Tanks vs Troops]]&lt;br /&gt;
&lt;br /&gt;
==Cross Game Discussions==&lt;br /&gt;
:•[[Pistol vs Dart Gun]]&lt;br /&gt;
:•[[Heavy Cannon vs Gas Cannon]]&lt;br /&gt;
:•[[Auto Cannon vs Hydro-Jet Cannon]]&lt;br /&gt;
:•[[Rocket Launcher vs Torpedo Launcher]]&lt;br /&gt;
:•[[Heavy Laser vs Heavy Gauss]]&lt;br /&gt;
:•[[Plasma Pistol vs Sonic Pistol]]&lt;br /&gt;
:•[[Plasma Rifle vs Sonic Blasta Rifle]]&lt;br /&gt;
:•[[Heavy Plasma vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
=Quantitative Analysis=&lt;br /&gt;
&lt;br /&gt;
Accuracy&lt;br /&gt;
&lt;br /&gt;
*[[User_talk:Bomb_Bloke#Firing_Accuracy]]&lt;br /&gt;
*[[Firing Accuracy Testing]]&lt;br /&gt;
&lt;br /&gt;
Firepower&lt;br /&gt;
&lt;br /&gt;
*[[Firepower Tables]]&lt;br /&gt;
*[[Image:Firepower.xls]]&lt;br /&gt;
*Avg TUs per Kill Rankings, vs Targets (using [[User:Spike#Tactical_Firepower_Model|this kill model]])&lt;br /&gt;
**[[Talk:Sectoid#Weapon_Rankings_Vs_Sectoids|Sectoid]]&lt;br /&gt;
**[[Talk:Floater#Weapon_Rankings_Vs._Floaters|Floater]]&lt;br /&gt;
**[[Talk:Cyberdisc#Weapon_Rankings_Vs._Cyberdiscs|Cyberdisc]]&lt;br /&gt;
**[[Talk:Reaper#Weapon_Rankings_Vs._Reapers|Reaper]]&lt;br /&gt;
**[[Talk:Muton#Weapon_Rankings_Vs._Mutons|Muton]]&lt;br /&gt;
**[[Talk:Celatid#Weapon_Rankings_Vs._Celatids|Celatid]]&lt;br /&gt;
**[[Talk:Silacoid#Weapon_Rankings_Vs_Silacoids|Silacoid]]&lt;br /&gt;
**[[Talk:Snakeman#Weapon_Rankings_Vs._Snakemen|Snakeman]]&lt;br /&gt;
**[[Talk:Chryssalid#Weapon_Rankings_Vs._Chryssalids|Chryssalid]]&lt;br /&gt;
**[[Talk:Zombie#Weapon_Rankings_Vs._Zombies|Zombie]]&lt;br /&gt;
**[[Talk:Ethereal#Weapon_Rankings_Vs._Ethereals|Ethereal]]&lt;br /&gt;
**[[Talk:Sectopod#Weapon_Rankings_Vs._Sectopods|Sectopod]]&lt;br /&gt;
*[[Tank_Firepower|Kill Rankings for Tanks]]&lt;br /&gt;
&lt;br /&gt;
=Other Discussions=&lt;br /&gt;
&lt;br /&gt;
*[[Accuracy vs TU Efficiency]]&lt;br /&gt;
*[[Talk:Launcher Weapons]]&lt;br /&gt;
*[[Aimed, Snap, or Auto?]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Weapons (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=27643</id>
		<title>Torpedo Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=27643"/>
		<updated>2010-02-27T01:19:53Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Comparison to UFO: EUs Rocket Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:TorpedoLauncher.gif|right]]&lt;br /&gt;
&lt;br /&gt;
The Torpedo Launcher is a simple tube that allows Aquanauts to launch three types of man portable torpedoes. In all respects, it&#039;s an underwater [[Rocket Launcher]], and any strategies with the latter can easily be applied to the former. &lt;br /&gt;
&lt;br /&gt;
Like the [[Hydro-Jet Cannon]], the Torpedo Launcher has a safety mechanism that prevents torpedoes from being launched when this weapon is out of the water. While the Torpedoes can be launched on land through highly sophisticated fiddling (to be blunt - by way of reaction-fire), it is very difficult to perform and can prove to be very hazardous. &lt;br /&gt;
&lt;br /&gt;
The ammunition that a Torpedo Launcher can take are a Small Torpedo, Large Torpedo and a Phosphor Torpedo. The Small Torpedo is a light weight torpedo that can be easily transported by weaker aquanauts. The Large Torpedo is the heaviest and most powerful of the man-made torpedoes. The Phosphor torpedo is a specialized torpedo used to rapidly illuminate large areas, and maybe burn enemies in the process. &lt;br /&gt;
&lt;br /&gt;
The Torpedo Launcher is superseded by the vastly more superior [[Disruptor Pulse Launcher]].&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Rocket Launcher]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Rocket Launcher==&lt;br /&gt;
See [[Rocket Launcher vs Torpedo Launcher]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torpedo Launcher&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 110% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 80% Aimed&lt;br /&gt;
* Buy Cost: $4,000&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
* Size: 3 high x 1 wide (all types)&lt;br /&gt;
* Ammo Capacity: 1 (single shot, all types)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (Small)&#039;&#039;&#039;&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Buy Cost: $600&lt;br /&gt;
* Weight: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (Large)&#039;&#039;&#039;&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Buy Cost: $900&lt;br /&gt;
* Weight: 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phosphorous&#039;&#039;&#039;&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Buy Cost: $1,200&lt;br /&gt;
* Weight: 8&lt;br /&gt;
&lt;br /&gt;
==USOpaedia==&lt;br /&gt;
* A real heavyweight, this large launcher fires three types of torpedo, each with its own propulsion unit. A devastating weapon, with only manual loading being its drawback. Ammunition types available include large or small high explosive and phosphor tipped torpedoes, all for submerged use only.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Once again, a BIG step down from it&#039;s previous counterpart the Rocket Launcher. Firstly it&#039;s not as effective on the more powerful aliens. More importantly, you can&#039;t fire it on land! (though it can reaction fire due to a bug)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is still the most powerful weapon (per shot) you can get your hands on without researching better weapons, but land missions pop up often enough to cause problems.&lt;br /&gt;
&lt;br /&gt;
* The improved damage (65) and ammo capacity (8) on Gas Cannon HE rounds and reduced damage for Large Torpedos (90) makes the Torpedo Launcher almost completely useless in comparison, especially once you consider you can get 2 snapshots off with GC per round. Small Torpedos are completely pointless compared to GC-HE.&lt;br /&gt;
&lt;br /&gt;
* The Large Torpedo is now Equal in power to the Coelacanth/ Aqua Jet... this makes it arguably far inferior, since the C/AJ can fire twice per round and have TU for moving.&lt;br /&gt;
&lt;br /&gt;
* Note: Phosphor rounds are not very effective when used underwater. Therefore the use of the phosphor torpedo, be it for lighting or for burning is highly questionable.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Disruptor Pulse Launcher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher_vs_Torpedo_Launcher&amp;diff=27642</id>
		<title>Rocket Launcher vs Torpedo Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher_vs_Torpedo_Launcher&amp;diff=27642"/>
		<updated>2010-02-27T01:19:27Z</updated>

		<summary type="html">&lt;p&gt;Cesium: New page: The Torpedo Launcher is a major decrease in usefulness from the Rocket Launcher. Accuracy is down in both modes. While firing time is down in Snap mode (maybe just enough to get of...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Torpedo Launcher]] is a major decrease in usefulness from the [[Rocket Launcher]]. Accuracy is down in both modes. While firing time is down in Snap mode (maybe just enough to get off a second snapshot for a soldier with 80 TUs!), it&#039;s up in Aimed mode. Power on the Small torpedo is up, but power on the Large Torpedo is down, to the point where they&#039;re nearly identical. Phosphor Torpedoes are a step back from Incendiary Rockets, and to boot, Phosphor works poorly underwater, making the use of the Phosphor Torpedo questionable. However, the biggest weakness is the underwater only restriction, meaning that it can&#039;t be used in early terror sites as a knockout punch against Terror Units.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapon_Analysis&amp;diff=27640</id>
		<title>Weapon Analysis</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapon_Analysis&amp;diff=27640"/>
		<updated>2010-02-27T01:08:09Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Cross Game Discussions */ Add entries for Sonic Pistol and Rifle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This section is intended as a place to collate articles or discussions where the merits of the various weapons are gauged or compared. &lt;br /&gt;
&lt;br /&gt;
The scope of the articles can span between UFO and TFTD and can cover any weapons in either game. This includes craft/UFO weapons, hand held weapons or tank turrets/terror unit weapons. &lt;br /&gt;
&lt;br /&gt;
= Weapon Analysis Disclaimer =&lt;br /&gt;
&lt;br /&gt;
Though Ufopaedia.org attempts to be factual in its core articles (note that some artistic license may be taken in the non-essential descriptions), the cases presented on this page are strictly the opinion of the respective author(s). &lt;br /&gt;
&lt;br /&gt;
Care has been taken to provide facts and statistics where appropriate but it is up to the reader to decide how to use make use of this information.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Weapon Debates=&lt;br /&gt;
&lt;br /&gt;
==UFO==&lt;br /&gt;
&amp;lt;table width = &amp;quot;100%&amp;quot; border = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width = &amp;quot;50%&amp;quot; valign = &amp;quot;top&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:•[[Best Starting Weapons (EU)]]&lt;br /&gt;
:•[[Skipping Laser Weapons]]&lt;br /&gt;
:•[[Skipping Plasma Weapons]] &lt;br /&gt;
:•[[Heavy Cannon vs Auto Cannon]]&lt;br /&gt;
:•Rifle Comparisons &lt;br /&gt;
::•[[Rifle vs Pistol]]&lt;br /&gt;
::•[[Rifle vs Laser Pistol]]&lt;br /&gt;
:•[[Laser Pistol vs All Predecessors]]&lt;br /&gt;
:•Laser Rifle comparisons &lt;br /&gt;
::•[[Laser Rifle vs All Predecessors]]&lt;br /&gt;
::•[[Laser Rifle vs Laser Pistol]]&lt;br /&gt;
::•[[Laser Rifle vs Heavy Plasma]]&lt;br /&gt;
:•Heavy Laser Comparisons &lt;br /&gt;
::•[[Heavy Laser vs Heavy Plasma]]&lt;br /&gt;
::•[[Heavy Laser vs Heavy Cannon]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:•[[Craft Weapon Anaylsis (EU)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TFTD==&lt;br /&gt;
&amp;lt;table width = &amp;quot;100%&amp;quot; border = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width = &amp;quot;50%&amp;quot; valign = &amp;quot;top&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:•[[Best Starting Weapons (TFTD)]]&lt;br /&gt;
:•[[Skipping Gauss Weapons]]&lt;br /&gt;
:•[[Skipping Sonic Weapons]] &lt;br /&gt;
:•[[Sonic Cannon vs Displacer/Sonic]]&lt;br /&gt;
:•[[Gas Cannon vs Torpedo Launcher]] &lt;br /&gt;
:•Sonic Pistol comparisons &lt;br /&gt;
::•[[Sonic Pistol vs Heavy Gauss]]&lt;br /&gt;
::•[[Sonic Pistol vs. Gauss Rifle]]&lt;br /&gt;
::•[[Sonic Pistol vs. Gauss Pistol]]&lt;br /&gt;
::•[[Sonic Pistol vs Sonic Blasta Rifle]]&lt;br /&gt;
::•[[Sonic Pistol vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:•[[Craft Weapon Anaylsis (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Discussions==&lt;br /&gt;
:•[[Recommended Weapon Research Order]]&lt;br /&gt;
:•[[Weapons by Role]]&lt;br /&gt;
:•[[HE vs single target weapons]]&lt;br /&gt;
:•[[Tanks vs Troops]]&lt;br /&gt;
&lt;br /&gt;
==Cross Game Discussions==&lt;br /&gt;
:•[[Pistol vs Dart Gun]]&lt;br /&gt;
:•[[Heavy Cannon vs Gas Cannon]]&lt;br /&gt;
:•[[Auto Cannon vs Hydro-Jet Cannon]]&lt;br /&gt;
:•[[Heavy Laser vs Heavy Gauss]]&lt;br /&gt;
:•[[Plasma Pistol vs Sonic Pistol]]&lt;br /&gt;
:•[[Plasma Rifle vs Sonic Blasta Rifle]]&lt;br /&gt;
:•[[Heavy Plasma vs Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
=Quantitative Analysis=&lt;br /&gt;
&lt;br /&gt;
Accuracy&lt;br /&gt;
&lt;br /&gt;
*[[User_talk:Bomb_Bloke#Firing_Accuracy]]&lt;br /&gt;
*[[Firing Accuracy Testing]]&lt;br /&gt;
&lt;br /&gt;
Firepower&lt;br /&gt;
&lt;br /&gt;
*[[Firepower Tables]]&lt;br /&gt;
*[[Image:Firepower.xls]]&lt;br /&gt;
*Avg TUs per Kill Rankings, vs Targets (using [[User:Spike#Tactical_Firepower_Model|this kill model]])&lt;br /&gt;
**[[Talk:Sectoid#Weapon_Rankings_Vs_Sectoids|Sectoid]]&lt;br /&gt;
**[[Talk:Floater#Weapon_Rankings_Vs._Floaters|Floater]]&lt;br /&gt;
**[[Talk:Cyberdisc#Weapon_Rankings_Vs._Cyberdiscs|Cyberdisc]]&lt;br /&gt;
**[[Talk:Reaper#Weapon_Rankings_Vs._Reapers|Reaper]]&lt;br /&gt;
**[[Talk:Muton#Weapon_Rankings_Vs._Mutons|Muton]]&lt;br /&gt;
**[[Talk:Celatid#Weapon_Rankings_Vs._Celatids|Celatid]]&lt;br /&gt;
**[[Talk:Silacoid#Weapon_Rankings_Vs_Silacoids|Silacoid]]&lt;br /&gt;
**[[Talk:Snakeman#Weapon_Rankings_Vs._Snakemen|Snakeman]]&lt;br /&gt;
**[[Talk:Chryssalid#Weapon_Rankings_Vs._Chryssalids|Chryssalid]]&lt;br /&gt;
**[[Talk:Zombie#Weapon_Rankings_Vs._Zombies|Zombie]]&lt;br /&gt;
**[[Talk:Ethereal#Weapon_Rankings_Vs._Ethereals|Ethereal]]&lt;br /&gt;
**[[Talk:Sectopod#Weapon_Rankings_Vs._Sectopods|Sectopod]]&lt;br /&gt;
*[[Tank_Firepower|Kill Rankings for Tanks]]&lt;br /&gt;
&lt;br /&gt;
=Other Discussions=&lt;br /&gt;
&lt;br /&gt;
*[[Accuracy vs TU Efficiency]]&lt;br /&gt;
*[[Talk:Launcher Weapons]]&lt;br /&gt;
*[[Aimed, Snap, or Auto?]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Weapons (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sonic-Blasta_Rifle&amp;diff=27639</id>
		<title>Sonic-Blasta Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sonic-Blasta_Rifle&amp;diff=27639"/>
		<updated>2010-02-27T01:06:47Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Comparison to UFO: EUs Plasma Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
The sonic Blasta-Rifle is a very minor upgrade to the [[Sonic Pistol]] that provides a small accuracy and damage increase at the cost of speed, clip size, a two handed grip, and a longer barrel. The sonic Blasta-Rifle, like the [[Thermic Lance]], is perhaps one of the least remarkable of its series. &lt;br /&gt;
&lt;br /&gt;
Do not misunderstand, it is a powerful weapon that can do tremendous amounts of damage in the right hands. It outclasses any ballistic human weaponry by its sheer power alone. However, it doesn&#039;t particularly excel at anything, and also, being a sonic weapon, it lacks an auto fire mode. &lt;br /&gt;
&lt;br /&gt;
In a twisted way of thinking, one could argue that this was the Blasta Rifle&#039;s strength. It builds on minor aspects of the gun above and below it in small ways. &lt;br /&gt;
&lt;br /&gt;
So should you go for that extra shot from the pistol, go the middle ground and use the rifle, or lose a shot but gain brute force and inhuman accuracy? That&#039;s a tactical decision best left as a practical exercise. &lt;br /&gt;
&lt;br /&gt;
For a comparative analysis between the two weapons see: [[Sonic Pistol vs Sonic Blasta Rifle]] &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Plasma Rifle]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Plasma Rifle==&lt;br /&gt;
See [[Plasma Rifle vs Sonic Blasta Rifle]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics == &lt;br /&gt;
[[Image:Sonic-BlastaRifle.gif|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Blasta Rifle&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 1 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 75% Snapshot&lt;br /&gt;
** 110% Aimed&lt;br /&gt;
&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 60% Aimed&lt;br /&gt;
&lt;br /&gt;
* Selling Cost: $126,500&lt;br /&gt;
* Build Cost: $88,000 plus:&lt;br /&gt;
** Technician Hrs: 820&lt;br /&gt;
** Workshop Space: 4&lt;br /&gt;
** Aqua Plastics: 1&lt;br /&gt;
** Zrbite: 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ammo Statistics ==&lt;br /&gt;
[[Image:Sonic-BlastaRifleClip.gif|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Blasta Rifle Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 95 Sonic&lt;br /&gt;
* Ammo Capacity: 15&lt;br /&gt;
* Selling Cost: $6,290&lt;br /&gt;
* Build Cost: $3,000 plus:&lt;br /&gt;
** Technician Hrs: 80&lt;br /&gt;
** Workshop Space: 4&lt;br /&gt;
** Aqua Plastics: 0&lt;br /&gt;
** Zrbite: 2&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Blasta Power Clip]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Sonic Pistol]]&lt;br /&gt;
* [[Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle_vs_Sonic_Blasta_Rifle&amp;diff=27635</id>
		<title>Plasma Rifle vs Sonic Blasta Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle_vs_Sonic_Blasta_Rifle&amp;diff=27635"/>
		<updated>2010-02-27T01:04:57Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Plasma Rifle vs Sonic Rifle moved to Plasma Rifle vs Sonic Blasta Rifle: Use name common in UFOpaedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sonic-Blasta Rifle]] is a step up in power, but a step down in versatility.  The one thing that made the [[Plasma Rifle]] most useful was its insane accuracy, which has been surpassed by other weapons in TFTD.  While more powerful than the Plasma Rifle, Snapshot accuracy and time usage is down.  Aimed Accuracy is up, while time remains the same.  The ammo clip is moderate, but well complemented by the weapon&#039;s power.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle_vs_Sonic_Blasta_Rifle&amp;diff=27634</id>
		<title>Plasma Rifle vs Sonic Blasta Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle_vs_Sonic_Blasta_Rifle&amp;diff=27634"/>
		<updated>2010-02-27T01:03:50Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sonic-Blasta Rifle]] is a step up in power, but a step down in versatility.  The one thing that made the [[Plasma Rifle]] most useful was its insane accuracy, which has been surpassed by other weapons in TFTD.  While more powerful than the Plasma Rifle, Snapshot accuracy and time usage is down.  Aimed Accuracy is up, while time remains the same.  The ammo clip is moderate, but well complemented by the weapon&#039;s power.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle_vs_Sonic_Blasta_Rifle&amp;diff=27633</id>
		<title>Plasma Rifle vs Sonic Blasta Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle_vs_Sonic_Blasta_Rifle&amp;diff=27633"/>
		<updated>2010-02-27T01:03:24Z</updated>

		<summary type="html">&lt;p&gt;Cesium: New page: The Sonic Rifle is a step up in power, but a step down in versatility.  The one thing that made the Plasma Rifle most useful was its insane accuracy, which has been surpassed by ot...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sonic Rifle]] is a step up in power, but a step down in versatility.  The one thing that made the [[Plasma Rifle]] most useful was its insane accuracy, which has been surpassed by other weapons in TFTD.  While more powerful than the Plasma Rifle, Snapshot accuracy and time usage is down.  Aimed Accuracy is up, while time remains the same.  The ammo clip is moderate, but well complemented by the weapon&#039;s power.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sonic_Pistol&amp;diff=27632</id>
		<title>Sonic Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sonic_Pistol&amp;diff=27632"/>
		<updated>2010-02-27T01:01:14Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Comparison to UFO: EUs Plasma Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
The Sonic Pistol is the first weapon in the line of sonic weapons used by the aliens. It is a match for the [[Heavy Gauss]], with all the benefit of being a pistol. The Sonic Pistol is also quite a match for the [[Gauss Rifle]] for snap shot speed and accuracy, but offers more power. &lt;br /&gt;
&lt;br /&gt;
The outstanding features that secures its niche in the sonic hierarchy are: speed, large ammo capacity and one hand. &lt;br /&gt;
&lt;br /&gt;
The Pistol&#039;s primary disadvantage is its lack of automatic fire, making it less than ideal for close range encounters. This is a trait shared by all of the sonic weapons. &lt;br /&gt;
&lt;br /&gt;
One further disadvantage is its limited availability. Once the aliens replace their core weaponry with the [[Sonic Cannon]], you will not be able to gather sonic pistol ammo in battle. &lt;br /&gt;
&lt;br /&gt;
On a less related note, the [[Sonic-Blasta Rifle]] and the Sonic Cannon appear to be the sonic pistol with different attachments.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Plasma Pistol]].&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO: EUs Plasma Pistol==&lt;br /&gt;
See [[Plasma Pistol vs Sonic Pistol]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:SonicPistol.gif|left| 64px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 high x 1 wide&lt;br /&gt;
* Weight: 3 &lt;br /&gt;
* Firing Costs:&lt;br /&gt;
** Snap: 30% (Accuracy 65%)&lt;br /&gt;
** Aimed: 50% (Accuracy 85%)&lt;br /&gt;
&lt;br /&gt;
* Selling Cost: $84,000&lt;br /&gt;
* Build Cost: $56,000 plus:&lt;br /&gt;
** Technician Hrs: 600&lt;br /&gt;
** Workshop Space: 3&lt;br /&gt;
** Aqua Plastics: 1&lt;br /&gt;
** Zrbite: 0&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistol Power Clip&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:SonicPistolClip.gif|right|64px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Power: 80 Sonic&lt;br /&gt;
* Ammo: 20&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Selling Cost: $4,400&lt;br /&gt;
* Build Cost: $2,000 plus:&lt;br /&gt;
** Technician Hrs: 60&lt;br /&gt;
** Workshop Space: 4&lt;br /&gt;
** Aqua Plastics: 0&lt;br /&gt;
** Zrbite: 1&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage Notes ==&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot. &lt;br /&gt;
&lt;br /&gt;
*Aimed: 2 Shots, 0% Remaining TUs &lt;br /&gt;
*Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
&lt;br /&gt;
Because it is a pistol, it is is an excellent weapon for fast moving scouts, grenadiers, drillers or heavy weapon soldiers that require a sidearm. &lt;br /&gt;
&lt;br /&gt;
The high accuracy and high damage of the Sonic Pistol is reasonable enough that it could be used as a primary weapon to arm the entire team if desired. Keep in mind that Lobstermen need about 5 - 6 shots on average to knock down with the Sonic Pistol. &lt;br /&gt;
&lt;br /&gt;
Like all pistols used by X-COM in the past and present, pistols are best used together with other items. Grenades, drills or powerful one-shot weapons like the [[Thermal Shok Launcher]] are ideal partners to the Sonic Pistol. The [[Gauss Pistol]] is also a good compliment for close ranged combat thanks to its auto fire. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Pistol Power Clip]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Sonic-Blasta Rifle]]&lt;br /&gt;
* [[Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Pistol_vs_Sonic_Pistol&amp;diff=27631</id>
		<title>Plasma Pistol vs Sonic Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Pistol_vs_Sonic_Pistol&amp;diff=27631"/>
		<updated>2010-02-27T01:00:33Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Move comparison entry to its own page, per Talk:TFTD discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To compare the [[Sonic Pistol]] and the [[Plasma Pistol]] is like comparing apples and oranges. The sonic pistol greatly surpasses the Plasma Pistol in every way except that it lacks and auto fire mode, which evens them up. &lt;br /&gt;
&lt;br /&gt;
The sonic pistol is better compared to the [[Plasma Rifle]] for its power, but does not have the same accuracy.&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27630</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=27630"/>
		<updated>2010-02-27T00:57:12Z</updated>

		<summary type="html">&lt;p&gt;Cesium: Discussion about last edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I see you already started on a home page, cool. It makes sense to start with &amp;quot;Top Tricks &amp;amp; Tips&amp;quot;.We probably need that in English too!&lt;br /&gt;
:Thinking about the structure, this is a wiki, so maybe name your pages e.g. &amp;quot;Home Page (Espanol)&amp;quot;. Then  link each Spanish name &amp;quot;{Spanish Name}&amp;quot; as a wiki redirect to each  &amp;quot;{English Name} (Espanol)&amp;quot; Spanish page. Or vice-versa.While you only have a small number of Spanish pages, link them from See Also of the English page, as well as from the Spanish Home Page.Just some suggestions. Hopefully Zombie and those other sysop-type guys will express a view. &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 09:47, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no idea how this would work out to be honest. An /es path would probably be the best idea, but I think we&#039;d need to be running a second copy of the wiki software to make that possible. (Something I always wanted anyway as UFO2000 isn&#039;t really a game in the series but a project - we are just hosting their pages). If anyone knows how the Wikipedia handles the languages internally, please let me know. Doing all those redirects just doesn&#039;t make much sense to me because it is a huge amount of work and could tax the system if there are too many queries. --[[User:Zombie|Zombie]] 22:30, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What about just creating a link for both languages in the left side menu, and a link to the other language in the main page?. That is simple enough, and most people will be visiting one language or the other, not switching around.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diegoba|Diegoba]] 20:18, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That would work for now and it has the benefit of being simple. [[User:Spike|Spike]] 06:31, 25 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, I added a link to the Spanish main page in the sidebar. Is that good? --[[User:Zombie|Zombie]] 23:53, 28 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch?&lt;br /&gt;
* Categorizing all pages related to the games. I&#039;ve finished it already with Apocalypse and TFTD shouldn&#039;t be too hard because it has the less pages, but it UFO is going to be a long work. I&#039;ve already started a few categories for UFO and TFTD (&amp;lt;nowiki&amp;gt;Category: Enemy Unknown/UFO Defense&amp;lt;/nowiki&amp;gt; and nowiki&amp;gt;Category: TFTD&amp;lt;/nowiki&amp;gt;, along with a few specific ones (&amp;lt;nowiki&amp;gt;Research (TFTD&amp;lt;/nowiki&amp;gt; and so on). It could also be possible to have some general categories that emcompass the whole of the series (UFOs/USOs, X-COM craft). [[User:Hobbes|Hobbes]] 16:32, 4 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
&lt;br /&gt;
PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
&lt;br /&gt;
PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
&lt;br /&gt;
Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
&lt;br /&gt;
: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
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PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
&lt;br /&gt;
: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
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== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
&lt;br /&gt;
Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
&lt;br /&gt;
I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
&lt;br /&gt;
GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
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::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
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::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
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::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
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:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
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Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
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=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 500 Internal error ==&lt;br /&gt;
&lt;br /&gt;
This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
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:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
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:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
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== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
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: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
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&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
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:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
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::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
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:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
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== Humor and Flavour Text ==&lt;br /&gt;
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GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
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&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
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: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
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:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
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I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
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I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
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::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
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More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Request ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that there is no pictures of TFTD, Apoc, or Int on the main welcome page. Any ordinary joe browsing to here from the four wiki (which I just added the links to point to here in &amp;quot;External links&amp;quot; on each page) is going to leave if they see just the first game picture (and not scroll down to see the other games covered).&lt;br /&gt;
&lt;br /&gt;
SO, my request: have a collage of all four (five incl. email? ) on the front page which easily shows each game box-front. If copywrite issue, then someone could get creative with their own personal artiste skills.&lt;br /&gt;
&lt;br /&gt;
: Further up this page there actually has been discussion of using the box art for the various games. Real life, as is often the case, intervenes. But it&#039;s not a bad idea mind you. A change is as good as a vacation. -[[User:NKF|NKF]] 18:20, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was just thinking about this the other day in fact. Anyway, there is a nice collage of all the game boxes on the side of the X-COM Collection box. I could probably scan that and stick it up here for you guys to check out if you want. --[[User:Zombie|Zombie]] 23:30, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Copyrighted Materials from Official Sources ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve read a post concerning this and I suddenly couldn&#039;t remember if there&#039;s any guidelines regarding this, so I decided to ask your opinion about it. I&#039;ve been transcribing quite a few descriptions from game manuals and game UFOPaedia&#039;s for the articles about Apocalypse that I&#039;ve been adding because I worked under the assumption that this site is basically an online resource for players and it already uses a lot of copyrighted materials, especially images (and also to save some work in creating articles for the pages I&#039;ve been adding). &lt;br /&gt;
Another thing that I&#039;ve been putting into practice is some special editing to differenciate canon material from official sources, I can&#039;t remember how to describe but just check any the page of any organization from Apocalypse. Likely there&#039;s a better way to it but the most important would be to add something regarding this matter to the UFOPaedia&#039;s guidelines [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
==UFO Classes==&lt;br /&gt;
&lt;br /&gt;
Hi all!&lt;br /&gt;
&lt;br /&gt;
I recently finished a mod for X-COM that adds class and level to soldiers based on their stats, called &amp;quot;UFO Classes&amp;quot;. It would have been nearly impossible if not for all the reseach into game mechanics i gleaned off this site. Due to this it would seem somewhat hypocritical if i didn&#039;t make my mod publicly available.&lt;br /&gt;
&lt;br /&gt;
So here it is: [[User:Necuno|UFO Classes]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Necuno|Necuno]] 15:20, 9 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Deleting trash files==&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t been able to find an option for deleting trash files, these files are not in use:&lt;br /&gt;
&lt;br /&gt;
If anyone could instruct me or perform the deletions I’d appreciate it.&lt;br /&gt;
&lt;br /&gt;
: Deleted as requested. You need to be an admin to delete files, so just ask like you did :) [[User:Hobbes|Hobbes]] 21:42, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Note that you can overwrite old files. Might be better off sticking to a more generic filename, then mentioning stuff like version numbers in the file comment section. One file name constantly being overwritten would be better then many files and many delete requests. - [[User:Bomb Bloke|Bomb Bloke]] 21:45, 19 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Spin-OFf in progress&amp;quot; edit ==&lt;br /&gt;
I don&#039;t think the last edit to Main Page (adding a &amp;quot;Spin-OFf in progress&amp;quot; section) is appropriate. It implies official sanction (by Microprose, Mythos or whomever has the X-COM licence now) where there isn&#039;t any AFAIK. I would have reverted, but I guess it&#039;s best to discuss this first. [[User:Cesium|Cesium]] 19:57, 26 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27585</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27585"/>
		<updated>2010-02-22T23:27:46Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Build 384 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== AutoCombat ==&lt;br /&gt;
*You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== BFG Default To Unchanged ==&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tougher UFOs ==&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Categorise Config Options ==&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27571</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27571"/>
		<updated>2010-02-22T16:01:43Z</updated>

		<summary type="html">&lt;p&gt;Cesium: /* Build 384 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== AutoCombat ==&lt;br /&gt;
*You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== BFG Default To Unchanged ==&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tougher UFOs ==&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;/div&gt;</summary>
		<author><name>Cesium</name></author>
	</entry>
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