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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HerbertWest</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HerbertWest"/>
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	<updated>2026-05-01T08:19:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=39772</id>
		<title>Talk:TRTBAG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=39772"/>
		<updated>2012-10-19T19:20:55Z</updated>

		<summary type="html">&lt;p&gt;HerbertWest: /* v2.1 and the CE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Deep One Dilemma ==&lt;br /&gt;
&lt;br /&gt;
Too lazy to check, but are there really no Deep Ones in Gill Man Bases? After all, a base is considered dry ground... --[[User:Schnobs|Schnobs]] 07:03, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Well, X-Com base attacks by Gillmen have Deep-Ones, but not in Colonies built by Gill-Men. These are underwater. Even so, Gillmen will only supply the base, the base itself will have a fixed selection of crews involving Tasoth on the first level and Lobstermen on the second level. &lt;br /&gt;
&lt;br /&gt;
: The only place you&#039;ll find a Deep One underwater naturally is in the final mission. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Interesting. You guys say that the Tasoth commander can block the final research and prevent you from completing the game. Can&#039;t you just hex-edit so that the research will be available like the other one? I know it&#039;s cheating, but cheating for a good purpose.--[[User:Amitakartok|amitakartok]] 06:31, 5 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:@Amitakartok: yes, you can hex-edit the save. I remember doing it a few times after researching a Tasoth Commander. It worked fine.&lt;br /&gt;
:@Schnobs, @NKF: Deep Ones also appear in mixed crew Dreadnoughts (also underwater). If the RNG picks the correct race mix, that is. If luck shines on you, you will find exactly one Deep One in such a ship. The problem is finding a mixed crew Dreadnought. I noticed that mixed crews start appearing after exactly one year has passed (ie, on the 1st of January 2041) and never become a frequent sight. Surviving the year without advanced armour and M.C. is the difficult part, although with some luck, you might also get M.C. from another live terrorist, not just the Deep One.&lt;br /&gt;
:Also, note that the inavailability of the Ion Armour didn&#039;t use to be a nuisance in the unpatched DOS version. I learned about the existence of Ion Armour quite recently, when I failed at researching a live Deep One at the correct time in the patched TFTD version which I play now. In fact, I think I managed to finish the game without ever researching a live Deep One at some point ~10 years ago (although my memory might be deceiving me). [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
* The listed research is misleading you can research all of it out of order just so long as you get the Plastic Aqua Armor and IBA before a Live Deep one. In both 2.1 and CE, I was able to do the flowing research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;   Project              New Research&lt;br /&gt;
1. Live Deep One      - Alien origins  M.C.-Lab&lt;br /&gt;
2. Dead Deep One      - Aquaplasitcs&lt;br /&gt;
3. IBA                - Nothing&lt;br /&gt;
3. Mag Nav            - Trans Resolver&lt;br /&gt;
4. Live Deep One      - Nothing&lt;br /&gt;
5. Aqua Plastics      - Plastic Aqua Armor&lt;br /&gt;
6. Live Deep One      - Nothing&lt;br /&gt;
7. Plastic Aqua Armor - Nothing&lt;br /&gt;
8. Live Deep One      - Ion Armor&lt;br /&gt;
9. Ion Armor          - Mag Ion Armor&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the route listed on the article page misses the opportunity to have transmission resolver early on. --[[User:BladeFireLight|BladeFireLight]] 01:43, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well that was odd. my browser crashd and now the aritcal no longer says you should research in the displayed order. ???  --[[User:BladeFireLight|BladeFireLight]] 01:54, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Invalid aliens ==&lt;br /&gt;
&lt;br /&gt;
So the Tasoth Commander is not treated as a valid alien? Interesting, I very often captured live aliens, including Tasoth Commanders, and found that they did not become available for research. Does this happen with more race and/or race+rank combinations? I know I never ever managed to capture and research a live terrorist, save for Deep Ones, Tentaculats and Bio Drones. I remember getting Xarquid, Hallucinoid and Triscene in the UFOpaedia by interrogating Aquatoid Medics, but in my whole life (over 10 years playing TFTD!) I had the opportunity to see the Calcinite UFOpaedia entry once and only once (Aquatoid Medic). This particular alien is interesting for me because the article states that it can substitute a live Deep One for M.C. Lab. In other words, at least in the patched version, which I acquired very recently via Steam and am still trying to beat for the first time, alien terrorists are recognised without problems?&lt;br /&gt;
Mingos @ 01:55 AM (CET), 5 September 2009&lt;br /&gt;
&lt;br /&gt;
: Ah, so someone else who&#039;s seen a Tasoth Commander! Knew I wasn&#039;t going mad. What version of the game did you recall seeing this on? Have been having a lot of trouble trying to locate one in-game to re-test the notes I took when I was writing this article. &lt;br /&gt;
&lt;br /&gt;
: Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -[[User:NKF|NKF]] 20:00, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I captured Tasoth Commanders in the unpatched DOS version which I played a lot in late 90s. I never saw a Tasoth Commander in the patched version I got on Steam, but that&#039;s probably because they can only be found in Dreadnoughts, which I tend to avoid at all times unless they happen to land. I saw a Gill Man Commander yesterday, but they&#039;re documented as valid aliens (the only Gill Men capable of Molecular Control attacks). I don&#039;t know about availability for research, I just killed the bastard :D.&lt;br /&gt;
::Nonetheless, I have all techs researched in my current game, save for sonic weapons, which I intentionally skipped. If I happen to encounter a landed Dreadnought with something else than Lobster Men, I&#039;ll assault it and make sure I stun the alien Commander instead of blowing his brains out. After all, I won&#039;t lose the T&#039;Leth research item now that it&#039;s already in my UFOpaedia. [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
==Things that are not bugs==&lt;br /&gt;
&lt;br /&gt;
Alien interrogations having to be the last prerequisite makes sense, because you have to know what to interrogate for. It&#039;s not a bug, so we shouldn&#039;t list it.&lt;br /&gt;
&lt;br /&gt;
This covers Deep One for Ion Armour, Tasoth for M.C. Disruptor and the high-ranking aliens for The Ultimate Threat/T&#039;leth, the Alien&#039;s City. [[User:Magic9mushroom|Magic9mushroom]] 05:32, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: True, these aren&#039;t bugs as such, just technicalities. They are mostly mentioned for completeness sake and to alleviate any confusion that might arise when players don&#039;t see the research when they know they&#039;ve researched that alien before. Not everyone knows the correct order to research the aliens and may end up feeling like they are unable to progress the game. &lt;br /&gt;
&lt;br /&gt;
: The Deep One however is a real bug in the sense that if you research one, it won&#039;t always re-appear on the research list for you to research again. If it does appear, then you&#039;re fine. If it doesn&#039;t appear, then you&#039;re stuck. -[[User:NKF|NKF]] 20:09, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphical tech tree ==&lt;br /&gt;
&lt;br /&gt;
How about adding a graphical tech tree like the one found here [http://grzegorj.freehost.pl/xcom/obrazki/tree2.png] which contains all the needed info at a glance? Another incomplete version would be [http://www.liacs.nl/~tfarago/xcom2/xcom2techtree.png]). --[[User:Tauon|Tauon]] 16:41, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bad idea. It would a good way to summarize the article. [[User:NKF|NKF]] 09:29, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alien Origins ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started a game using version 1.0. The Alien Origins topic only appeared after I did the live Deep One research (I had completed both the live Gillman and Aquatoid). Is this a difference between versions? [[User:Hobbes|Hobbes]] 14:57, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: It could very well be. Are you able to run a few more quick tests to verify? -[[User:NKF|NKF]] 14:45, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just tested but this time a live Aquatoid unlocked Alien Origins. Weird. But this is a game where I cant manufacture Ion Beam Accellerators, for some reason [[User:Hobbes|Hobbes]] 15:03, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alien Re-Animation Zone==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t research it on v1. Does the same happens on v2? [[User:Hobbes|Hobbes]] 19:24, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Alleys  ==&lt;br /&gt;
&lt;br /&gt;
A number of techs seem to be blind alleys, in that you can research them, but they don&#039;t give you any new technology nor do they help you win the game. Examples would be Alien Reanimation Zone, Alien Learning Arrays, and possibly others. &lt;br /&gt;
&lt;br /&gt;
There are also a number of &amp;quot;discretionary&amp;quot; technologies, meaning you &#039;&#039;do&#039;&#039; get something extra if you research them, but you don&#039;t need it. Examples would be blade / drill weapons, the DPL, and MC. &lt;br /&gt;
&lt;br /&gt;
Is the above supposition correct or are all technologies, even if useless in themselves, gateways to other techs? [[User:4th Cuirassier|4th Cuirassier]] 09:28, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: That is correct. The only essential topics to winning the game are the ones that lead to the end-game topics and Leviathan research. Everything else else is either a dead end topic or convenient but optional. -[[User:NKF|NKF]] 13:50, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is there a listing anywhere of things you can&#039;t make?  ==&lt;br /&gt;
&lt;br /&gt;
Other than Zrbite and actual aliens, is there anything in the game you can&#039;t make but can only salvage? &lt;br /&gt;
&lt;br /&gt;
Is there a list anywhere of stuff you can make only with the right special materials? &lt;br /&gt;
&lt;br /&gt;
AFAICR, the latter would be: &lt;br /&gt;
&lt;br /&gt;
- all alien ammunition;&lt;br /&gt;
- all interceptor sonic weapons; &lt;br /&gt;
- all armour (requires aqua plastics or plastics and Zrbite) - you can make plastic aqua armour, but only if you research and make aqua plastics first; &lt;br /&gt;
- IBAs and Magnetic Navigation?&lt;br /&gt;
&lt;br /&gt;
The last I&#039;m not sure about. I&#039;ve only just resumed play after a 10-year break. &lt;br /&gt;
&lt;br /&gt;
I would think this would be handy to have in either the strategy guide or the techs page. I have fallen foul in the past of selling off too much ammunition and then finding I couldn&#039;t spare enough Zrbite to build any more. [[User:4th Cuirassier|4th Cuirassier]] 09:34, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t recall if we have (or where) such tables would be, but I agree that it would be useful to have. When we get round to the &#039;release&#039; version of the new expanded TFTD main menu, it should become a lot easier to access the various useful data tables for this game like it is for UFO. &lt;br /&gt;
&lt;br /&gt;
: For manufacture only, don&#039;t forget the Gauss weapons and the (ultra-buggy) Coelacanth/Gauss and its ammo. Following on from that are the Displacers. Advanced submarines too. &lt;br /&gt;
&lt;br /&gt;
: For recover only, there&#039;s the all important &#039;Sub Construction&#039; store item. And various other alien sub and colony doohickeys and accoutrements. &lt;br /&gt;
&lt;br /&gt;
: I can&#039;t remember exactly off the top of my head, but either the IBA or Magnetic Navigation will vary from being recoverable or manufacture-only depending on if your game is v1.0, v2.0 or v2.1. TFTD CE is v2.0. -[[User:NKF|NKF]] 02:19, 18 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fixing Project.dat ==&lt;br /&gt;
&lt;br /&gt;
:: In my current game I have Mag Ion Armour but don&#039;t seem to able to research Alien Sub Contruction. I&#039;m wondering if I screwed up earlier in assuming that Xcomutil patches this. Hope I don&#039;t have to restart...[[User:4th Cuirassier|4th Cuirassier]] 09:55, 18 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::In order to research Alien Sub Construction, you need to have a &amp;quot;Sub Construction&amp;quot; item in your base inventory when you complete research on either Zrbite or the Transmission Resolver.  If you have already completed BOTH of these, it becomes difficult to get Sub Construction research to appear.  If you lack a suitable save to roll back to, you can correct this by [[TRTBAG#The_MC_Reader_and_Sub_Construction_samples|editing certain save-game files]] to correct the lack of oversight on the part of Microprose.  If you lack knowledge in hex-editing, I can do it for you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 02:12, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I thought I had avoided doing that - researching Zrbite / TR - but I suspect that I had researched one of them at the wrong time. I now have ASC in my inventory but it&#039;s not coming up as a researchable item. I&#039;ve got Mag Ion Armour and the various drills researched, which in some previous games I haven&#039;t managed to research. &lt;br /&gt;
&lt;br /&gt;
:::: The more I read about this game&#039;s bugs the more astonished I am that I ever completed it at all. That said, I&#039;ve only ever finished it once despite having played easily half a dozen games to an advanced stage. &lt;br /&gt;
&lt;br /&gt;
:::: Thanks for the offer re the hex edit. I will look at the link and get back. [[User:4th Cuirassier|4th Cuirassier]] 05:59, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: OK, I&#039;ve looked at the article about PROJECT.DAT and I&#039;m completely baffled.[[User:4th Cuirassier|4th Cuirassier]] 06:09, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Hex editing is not easy stuff to start with; it&#039;s fairly complicated until you get the hang of it, which is why I offered.  :)&lt;br /&gt;
&lt;br /&gt;
:::As for researching the ASC, you needed to have an ASC in base inventory when Zrbite or TR research was completed.  If you didn&#039;t, but get an ASC afterwards, it &amp;quot;doesn&#039;t count&amp;quot; due to bugs.  If you have armor above Aqua Plastic, you had to have researched Zrbite, and I&#039;m betting you also researched the TR as well(as HWD/TR is generally a high-priority research item, due to the time to build one after research and the sheer usefulness of having one), and if so, you&#039;ll need to be doing editing to get ASC to work. [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:47, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: If you are using Windows, you&#039;ll probably have a copy of MS-Edit on hand if it&#039;s Windows 95 through to XP. Not sure about 7. It can be used as a hex-editor of sorts. Read the [[MS-Edit]] page for particulars and a crash course in how to use it. &lt;br /&gt;
&lt;br /&gt;
:: What you need to do is open the project.dat file with a column width of 282.  This will give you 8 rows, each one representing each base slot. The row/column and value fields are in the lower right hand corner of the screen. &lt;br /&gt;
&lt;br /&gt;
:: Before you start editing anything, make sure your cursor is the overwrite block cursor by pressing insert. This is very important as you don&#039;t want to be inserting more information into the file than there should be. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m assuming you are researching in the first base - if not, simply press the down key to drop down to the proper base slot. &lt;br /&gt;
&lt;br /&gt;
:: Scroll across to column 39. The offset&#039;s different from what&#039;s mentioned in the project.dat page because MS-Edit starts with 1 for its column numbers. Now hold down the control key and type p and a. That&#039;s just a fancy MS-Edit key sequence to enter a character that has a value of 1. Do the same with offset 207 (in MS-Edit&#039;s column 208). This will assign 1 day remaining to the project and 1 scientist to it. Save the file. &lt;br /&gt;
&lt;br /&gt;
:: Hopefully that should do the trick. -[[User:NKF|NKF]] 07:25, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Guys, many thanks - I am away from the PC I am running the game on but will try this tonight. [[User:4th Cuirassier|4th Cuirassier]] 08:17, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: OK, I got nowhere = I found one editor but couldn&#039;t find a way to view it 282 columns wide and another simply produced a sort of light blue screen. Very odd. No idea what to do next. [[User:4th Cuirassier|4th Cuirassier]] 16:46, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: Have you tried MS-Edit? Just go to a dos console box or via start\run type in &#039;&#039;&#039;edit&#039;&#039;&#039; and see if it goes. With any other hex editor you&#039;re going to have to work the actual offsets, and hexadecimal values. -[[User:NKF|NKF]] 17:01, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, it does indeed go, but all I get is a blue text box with 2 or 3 symbols in it. There&#039;s a capital A with an accent, a little smiley face, and what not. I tried searching for the character 0 but got no results. [[User:4th Cuirassier|4th Cuirassier]] 17:22, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: That&#039;s perfectly fine. MS-Edit is really designed to be a plain text editor, but once you get the hang of it the binary editing capabilities make it quite easy to alter the X-Com game files that are in table format. What you&#039;re looking at on the screen are the ASCII characters that the values are representing. a &#039;d&#039; for example would mean a value of 100 while an alias symbol @ would mean 64. If you are interested, [[MS-Edit#Editing]] has a diagram of what all the symbols mean. &lt;br /&gt;
&lt;br /&gt;
::::: Of course, while editing don&#039;t worry about the symbols on the screen. Use the &#039;value&#039; field in the lower right hand corner to see exactly what it is your cursor is currently on. -[[User:NKF|NKF]] 20:14, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: Well tonight I can&#039;t find MS-Edit - it appears not to be on my PC any more. Yesterday it was there, today it&#039;s not and I dunno how I ran it...anyway, here is what I get when I look at PROJECT.DAT using a downloaded version of MSEdit: &lt;br /&gt;
&lt;br /&gt;
:::::: http://i101.photobucket.com/albums/m62/beaufighter/MSEDitscreengrab.jpg&lt;br /&gt;
&lt;br /&gt;
:::::: and here is what I get when I open it using something called UltraEdit&lt;br /&gt;
&lt;br /&gt;
:::::: http://i101.photobucket.com/albums/m62/beaufighter/Ultraeditscreengrab.jpg&lt;br /&gt;
&lt;br /&gt;
:::::: ...neither of which gets me anywhere. Cannot find any command that allows me to make the display 282 columns wide. So I&#039;ve no idea what to do. [[User:4th Cuirassier|4th Cuirassier]] 19:42, 22 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: Strange, is that the same editor that comes with Windows? Edit.com should be located in &#039;&#039;&#039;c:\windows\system32&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
::::: I&#039;ve Googled around a bit and it seems the 64-bit version of Windows 7 no longer includes it, but is still in the 32-bit version. -[[User:NKF|NKF]] 21:05, 22 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: In the end I gave up and reloaded a game from three game months earlier. I found that I was researching both Zrbite and the Transmission Resolver at the same time, without an Alien Sub Construction in the inventory. So I took all the scientists off both projects, and started them off on Medi-kits instead.&lt;br /&gt;
&lt;br /&gt;
:::::: If I come across an easy - or at least a step-by-step - way to edit PROJECT.DAT I will post details. I may email the file to myself at work and mess about with it during lunch or something. [[User:4th Cuirassier|4th Cuirassier]] 07:13, 23 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== v2.1 and the CE ==&lt;br /&gt;
&lt;br /&gt;
I read that the MC reader bug can be fixed by v2.1. Is this patch compatible with the CE? And does the Extender take care of it?&lt;br /&gt;
: Yes I believe the research tree bug where you require an MC Reader to be present in stores is fixed by the TFTD Extender. And also I think XComUtil fixes it, although more crudely. [[User:Spike|Spike]] 15:19, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh ok, so I don&#039;t need the 2.1 patch then. Thanks ^^&lt;/div&gt;</summary>
		<author><name>HerbertWest</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=39769</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=39769"/>
		<updated>2012-10-19T19:06:12Z</updated>

		<summary type="html">&lt;p&gt;HerbertWest: /* Where is UFOLoader.exe? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
::&#039;&#039;Even so, won&#039;t people will still need to edit this shortcut to run the extender rather than the game executable? I think Rampancy is asking for the executable to be modified in the same way that XcomUtil does. This is counter to what the Extender is attempting to achieve, so it is not going to happen. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ll check into this.  There might be conflicts with other mods that you might have since this is the first report of this kind of bug.  Of, course not many may uses this particular feature, either. --[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?- -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).&lt;br /&gt;
&lt;br /&gt;
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, this won&#039;t help you debug your (or my) codec issue, but it&#039;s at least confirmation that it&#039;s an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I&#039;ll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;@DaveG, I can post a source for 1.28 in a few days.  If it helps, the music.cpp in the currently available source zip will be the same as the one in my source.  I haven&#039;t touched anything since interaction with the OS is still above my skill level.  I think this is going to be a bigger problem as more people switch to windows 7 or later so if you can get music to work with Direct-X, a lot of people would be very grateful. [[User:Morgan525|Tycho]] 21:23, 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Thanks, knowing that the music.cpp is the same helps, I&#039;ll have a look into the source and see if I can make some useful changes to support DirectShow rather than using MCI, this may help with these codec issues. [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;when you wrote &#039;change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;, are you only removing that bit from the normal parameter or is there something extra you need to replace the normal &amp;quot;type mpegvideo&amp;quot;?  I may have to offer this option until a new way to play MP3 is working. - [[User:Morgan525|Tycho]] 01:12, 10 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
===D3D Window Position===&lt;br /&gt;
It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme.Thank you. [[User:Cornels|Cornels]] 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Try version 1.27. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
===UFO Blip in Interception===&lt;br /&gt;
The interception window the UFO blip is &amp;quot;corrupted&amp;quot; when &amp;quot;UFO responds to interception&amp;quot; is active.  I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there. [[User:Cornels|Cornels]] 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed with version 1.28 -- [[User:Morgan525|Tycho]] 23 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] &lt;br /&gt;
:&#039;&#039;Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012&#039;&#039;&lt;br /&gt;
===Weapons disappear in tactical mode with UFOLoader v1.28===&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers&#039; weapons are not shown in right/left hand slots. They are black as if the soldier doesn&#039;t carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I&#039;ve then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed in Patch 1.28.3 -- [User:Morgan525|Tycho]] 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weight issues ==&lt;br /&gt;
&lt;br /&gt;
Tycho, while playing TFD with TFD extender (v. 1.05 patch 1.1) I&#039;ve noticed a stange thing: some soldiers have their weight &amp;gt; 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment is currently disabled I believe. This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips&#039; weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]]. [[User:Spike|Spike]] 07:10, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it&#039;s possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It&#039;s possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, different weapons. It&#039;s also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of &#039;free&#039; weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks for the explanation, Spike! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
== Fire Damage ==&lt;br /&gt;
&lt;br /&gt;
Not sure if the bug is already posted.  And Not sure if I should post the bug here or in [[Talk:Incendiary]].  Problem is if you use extender to fix funky fire bug.  Incendiary no long does any damage at all.  Units only take the small amount of damage after ending turn because they&#039;re on fire.  Using 1.28.3 extender&lt;br /&gt;
&lt;br /&gt;
To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he&#039;s standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bug, that&#039;s the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get &amp;quot;per impact&amp;quot; is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I see your point but let me elaborate.  Heat, not fire, do kill as fast as bullets.  The original game mechanics separated heat from fire just as in real life.  It intended to have the big heat blast damage first and then the small fire damage per turn.&lt;br /&gt;
:: Take the most extreme case, napalm or volcanic lava, you get fully cooked in less than a second - just by heat alone, and you may/may not catch fire later on.  And heat blasts travel as fast as bullets, in some cases as fast as light.  I believe the game has different Incendiary damage values to do different damage according to how strong the heat is, not the fire afterwards.  The damage by fire later on makes sense because natural burning fires aren&#039;t that hot comparatively.&lt;br /&gt;
:: I understand the difficulty in trying to fix this.  But before this fix you could kill a reaper by a few AC-I shots (which is their weakness) and now you can empty the two clips at it and it&#039;ll never die.   [[User:Hellblade|Hellblade]] 03:11, 4 October 2012 (EDT)&lt;br /&gt;
::&#039;&#039;If you look at the topic page on Incendiary ammo, everyone seems to agree that this is the proper way to handle fire damage.  If you disagree with the consensus, you can always disable the fix by copying the appropriate line from the bugreference file to the [bug fix] section of the INI.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Game Crash ==&lt;br /&gt;
&lt;br /&gt;
Using the latest 1.28.3 extender, Gold edition, winxp/vista.  I have a battlescape savegame that guarantees a crash.  It happens differently everytime but only three things cause the crash.  1)soldier reaction fire hits something or 2)A chain of ethereal psionic attacks 3)as soon as I press next turn&lt;br /&gt;
&lt;br /&gt;
Application failure&lt;br /&gt;
XCOM crashed at 0x4035EE with error 0xC0000005 trying to access 0x00000000&lt;br /&gt;
&lt;br /&gt;
I have the savegame stored away if it&#039;s any help.  And if I turn all the soldiers around (no reaction fire) the game runs fine.&lt;br /&gt;
&lt;br /&gt;
After googling the problem, I tried 1) putting the entire folder back to where steam intend it to be 2) turning off custom music 3)reinstalling C++.  Nothing worked.  Another person reported an identical crash but he said it was cause by a grenade throwing action.  [[User:Hellblade|Hellblade]] 05:48, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The error message indicates that the program is trying to get access the information on an object that doesn&#039;t exist.  The offset mentioned is the line where its supposed to load the first stat of the current object that the game has focused on. I&#039;ll take a look at the game.  Post the save game file zip in the UFO Extender 1.28 topic on Strategycore and I&#039;ll look at it.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== General Store Capacity ==&lt;br /&gt;
&lt;br /&gt;
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the &amp;quot;General Store Capacity&amp;quot; mod on (set to 1).  The main base can only transfer a total of 1 storage space&#039;s worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).&lt;br /&gt;
&lt;br /&gt;
Both bases show &amp;quot;1:1&amp;quot; storage capacity used (when I have 1 storage in base 2 anyways).  I&#039;m reporting this as a glitch because base 1 behaves like it has the 187 capacity (but doesn&#039;t show it as that much) and base 2 does not behave like that at all.&lt;br /&gt;
&lt;br /&gt;
When I remove the mod the capacities show &amp;quot;X:50&amp;quot; (50:50 for base 1) and work normally.&lt;br /&gt;
&lt;br /&gt;
I&#039;m using all the latest files for the extender and the other patches detailed in the &amp;quot;Enemy Unknown Extended&amp;quot; extended page, and the steam version of the game.&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. [[User:Spike|Spike]] 14:43, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok cool, but where do I get the major version? I can&#039;t find a link anywhere.&lt;br /&gt;
Cheers, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah there we go! Got it working. Thanks ^^&lt;/div&gt;</summary>
		<author><name>HerbertWest</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=39765</id>
		<title>Talk:TRTBAG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=39765"/>
		<updated>2012-10-19T18:56:46Z</updated>

		<summary type="html">&lt;p&gt;HerbertWest: /* v2.1 and the CE */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Deep One Dilemma ==&lt;br /&gt;
&lt;br /&gt;
Too lazy to check, but are there really no Deep Ones in Gill Man Bases? After all, a base is considered dry ground... --[[User:Schnobs|Schnobs]] 07:03, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Well, X-Com base attacks by Gillmen have Deep-Ones, but not in Colonies built by Gill-Men. These are underwater. Even so, Gillmen will only supply the base, the base itself will have a fixed selection of crews involving Tasoth on the first level and Lobstermen on the second level. &lt;br /&gt;
&lt;br /&gt;
: The only place you&#039;ll find a Deep One underwater naturally is in the final mission. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Interesting. You guys say that the Tasoth commander can block the final research and prevent you from completing the game. Can&#039;t you just hex-edit so that the research will be available like the other one? I know it&#039;s cheating, but cheating for a good purpose.--[[User:Amitakartok|amitakartok]] 06:31, 5 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:@Amitakartok: yes, you can hex-edit the save. I remember doing it a few times after researching a Tasoth Commander. It worked fine.&lt;br /&gt;
:@Schnobs, @NKF: Deep Ones also appear in mixed crew Dreadnoughts (also underwater). If the RNG picks the correct race mix, that is. If luck shines on you, you will find exactly one Deep One in such a ship. The problem is finding a mixed crew Dreadnought. I noticed that mixed crews start appearing after exactly one year has passed (ie, on the 1st of January 2041) and never become a frequent sight. Surviving the year without advanced armour and M.C. is the difficult part, although with some luck, you might also get M.C. from another live terrorist, not just the Deep One.&lt;br /&gt;
:Also, note that the inavailability of the Ion Armour didn&#039;t use to be a nuisance in the unpatched DOS version. I learned about the existence of Ion Armour quite recently, when I failed at researching a live Deep One at the correct time in the patched TFTD version which I play now. In fact, I think I managed to finish the game without ever researching a live Deep One at some point ~10 years ago (although my memory might be deceiving me). [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
* The listed research is misleading you can research all of it out of order just so long as you get the Plastic Aqua Armor and IBA before a Live Deep one. In both 2.1 and CE, I was able to do the flowing research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;   Project              New Research&lt;br /&gt;
1. Live Deep One      - Alien origins  M.C.-Lab&lt;br /&gt;
2. Dead Deep One      - Aquaplasitcs&lt;br /&gt;
3. IBA                - Nothing&lt;br /&gt;
3. Mag Nav            - Trans Resolver&lt;br /&gt;
4. Live Deep One      - Nothing&lt;br /&gt;
5. Aqua Plastics      - Plastic Aqua Armor&lt;br /&gt;
6. Live Deep One      - Nothing&lt;br /&gt;
7. Plastic Aqua Armor - Nothing&lt;br /&gt;
8. Live Deep One      - Ion Armor&lt;br /&gt;
9. Ion Armor          - Mag Ion Armor&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the route listed on the article page misses the opportunity to have transmission resolver early on. --[[User:BladeFireLight|BladeFireLight]] 01:43, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well that was odd. my browser crashd and now the aritcal no longer says you should research in the displayed order. ???  --[[User:BladeFireLight|BladeFireLight]] 01:54, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Invalid aliens ==&lt;br /&gt;
&lt;br /&gt;
So the Tasoth Commander is not treated as a valid alien? Interesting, I very often captured live aliens, including Tasoth Commanders, and found that they did not become available for research. Does this happen with more race and/or race+rank combinations? I know I never ever managed to capture and research a live terrorist, save for Deep Ones, Tentaculats and Bio Drones. I remember getting Xarquid, Hallucinoid and Triscene in the UFOpaedia by interrogating Aquatoid Medics, but in my whole life (over 10 years playing TFTD!) I had the opportunity to see the Calcinite UFOpaedia entry once and only once (Aquatoid Medic). This particular alien is interesting for me because the article states that it can substitute a live Deep One for M.C. Lab. In other words, at least in the patched version, which I acquired very recently via Steam and am still trying to beat for the first time, alien terrorists are recognised without problems?&lt;br /&gt;
Mingos @ 01:55 AM (CET), 5 September 2009&lt;br /&gt;
&lt;br /&gt;
: Ah, so someone else who&#039;s seen a Tasoth Commander! Knew I wasn&#039;t going mad. What version of the game did you recall seeing this on? Have been having a lot of trouble trying to locate one in-game to re-test the notes I took when I was writing this article. &lt;br /&gt;
&lt;br /&gt;
: Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -[[User:NKF|NKF]] 20:00, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I captured Tasoth Commanders in the unpatched DOS version which I played a lot in late 90s. I never saw a Tasoth Commander in the patched version I got on Steam, but that&#039;s probably because they can only be found in Dreadnoughts, which I tend to avoid at all times unless they happen to land. I saw a Gill Man Commander yesterday, but they&#039;re documented as valid aliens (the only Gill Men capable of Molecular Control attacks). I don&#039;t know about availability for research, I just killed the bastard :D.&lt;br /&gt;
::Nonetheless, I have all techs researched in my current game, save for sonic weapons, which I intentionally skipped. If I happen to encounter a landed Dreadnought with something else than Lobster Men, I&#039;ll assault it and make sure I stun the alien Commander instead of blowing his brains out. After all, I won&#039;t lose the T&#039;Leth research item now that it&#039;s already in my UFOpaedia. [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
==Things that are not bugs==&lt;br /&gt;
&lt;br /&gt;
Alien interrogations having to be the last prerequisite makes sense, because you have to know what to interrogate for. It&#039;s not a bug, so we shouldn&#039;t list it.&lt;br /&gt;
&lt;br /&gt;
This covers Deep One for Ion Armour, Tasoth for M.C. Disruptor and the high-ranking aliens for The Ultimate Threat/T&#039;leth, the Alien&#039;s City. [[User:Magic9mushroom|Magic9mushroom]] 05:32, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: True, these aren&#039;t bugs as such, just technicalities. They are mostly mentioned for completeness sake and to alleviate any confusion that might arise when players don&#039;t see the research when they know they&#039;ve researched that alien before. Not everyone knows the correct order to research the aliens and may end up feeling like they are unable to progress the game. &lt;br /&gt;
&lt;br /&gt;
: The Deep One however is a real bug in the sense that if you research one, it won&#039;t always re-appear on the research list for you to research again. If it does appear, then you&#039;re fine. If it doesn&#039;t appear, then you&#039;re stuck. -[[User:NKF|NKF]] 20:09, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphical tech tree ==&lt;br /&gt;
&lt;br /&gt;
How about adding a graphical tech tree like the one found here [http://grzegorj.freehost.pl/xcom/obrazki/tree2.png] which contains all the needed info at a glance? Another incomplete version would be [http://www.liacs.nl/~tfarago/xcom2/xcom2techtree.png]). --[[User:Tauon|Tauon]] 16:41, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bad idea. It would a good way to summarize the article. [[User:NKF|NKF]] 09:29, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alien Origins ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started a game using version 1.0. The Alien Origins topic only appeared after I did the live Deep One research (I had completed both the live Gillman and Aquatoid). Is this a difference between versions? [[User:Hobbes|Hobbes]] 14:57, 3 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: It could very well be. Are you able to run a few more quick tests to verify? -[[User:NKF|NKF]] 14:45, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just tested but this time a live Aquatoid unlocked Alien Origins. Weird. But this is a game where I cant manufacture Ion Beam Accellerators, for some reason [[User:Hobbes|Hobbes]] 15:03, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alien Re-Animation Zone==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t research it on v1. Does the same happens on v2? [[User:Hobbes|Hobbes]] 19:24, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Alleys  ==&lt;br /&gt;
&lt;br /&gt;
A number of techs seem to be blind alleys, in that you can research them, but they don&#039;t give you any new technology nor do they help you win the game. Examples would be Alien Reanimation Zone, Alien Learning Arrays, and possibly others. &lt;br /&gt;
&lt;br /&gt;
There are also a number of &amp;quot;discretionary&amp;quot; technologies, meaning you &#039;&#039;do&#039;&#039; get something extra if you research them, but you don&#039;t need it. Examples would be blade / drill weapons, the DPL, and MC. &lt;br /&gt;
&lt;br /&gt;
Is the above supposition correct or are all technologies, even if useless in themselves, gateways to other techs? [[User:4th Cuirassier|4th Cuirassier]] 09:28, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: That is correct. The only essential topics to winning the game are the ones that lead to the end-game topics and Leviathan research. Everything else else is either a dead end topic or convenient but optional. -[[User:NKF|NKF]] 13:50, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is there a listing anywhere of things you can&#039;t make?  ==&lt;br /&gt;
&lt;br /&gt;
Other than Zrbite and actual aliens, is there anything in the game you can&#039;t make but can only salvage? &lt;br /&gt;
&lt;br /&gt;
Is there a list anywhere of stuff you can make only with the right special materials? &lt;br /&gt;
&lt;br /&gt;
AFAICR, the latter would be: &lt;br /&gt;
&lt;br /&gt;
- all alien ammunition;&lt;br /&gt;
- all interceptor sonic weapons; &lt;br /&gt;
- all armour (requires aqua plastics or plastics and Zrbite) - you can make plastic aqua armour, but only if you research and make aqua plastics first; &lt;br /&gt;
- IBAs and Magnetic Navigation?&lt;br /&gt;
&lt;br /&gt;
The last I&#039;m not sure about. I&#039;ve only just resumed play after a 10-year break. &lt;br /&gt;
&lt;br /&gt;
I would think this would be handy to have in either the strategy guide or the techs page. I have fallen foul in the past of selling off too much ammunition and then finding I couldn&#039;t spare enough Zrbite to build any more. [[User:4th Cuirassier|4th Cuirassier]] 09:34, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t recall if we have (or where) such tables would be, but I agree that it would be useful to have. When we get round to the &#039;release&#039; version of the new expanded TFTD main menu, it should become a lot easier to access the various useful data tables for this game like it is for UFO. &lt;br /&gt;
&lt;br /&gt;
: For manufacture only, don&#039;t forget the Gauss weapons and the (ultra-buggy) Coelacanth/Gauss and its ammo. Following on from that are the Displacers. Advanced submarines too. &lt;br /&gt;
&lt;br /&gt;
: For recover only, there&#039;s the all important &#039;Sub Construction&#039; store item. And various other alien sub and colony doohickeys and accoutrements. &lt;br /&gt;
&lt;br /&gt;
: I can&#039;t remember exactly off the top of my head, but either the IBA or Magnetic Navigation will vary from being recoverable or manufacture-only depending on if your game is v1.0, v2.0 or v2.1. TFTD CE is v2.0. -[[User:NKF|NKF]] 02:19, 18 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fixing Project.dat ==&lt;br /&gt;
&lt;br /&gt;
:: In my current game I have Mag Ion Armour but don&#039;t seem to able to research Alien Sub Contruction. I&#039;m wondering if I screwed up earlier in assuming that Xcomutil patches this. Hope I don&#039;t have to restart...[[User:4th Cuirassier|4th Cuirassier]] 09:55, 18 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::In order to research Alien Sub Construction, you need to have a &amp;quot;Sub Construction&amp;quot; item in your base inventory when you complete research on either Zrbite or the Transmission Resolver.  If you have already completed BOTH of these, it becomes difficult to get Sub Construction research to appear.  If you lack a suitable save to roll back to, you can correct this by [[TRTBAG#The_MC_Reader_and_Sub_Construction_samples|editing certain save-game files]] to correct the lack of oversight on the part of Microprose.  If you lack knowledge in hex-editing, I can do it for you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 02:12, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I thought I had avoided doing that - researching Zrbite / TR - but I suspect that I had researched one of them at the wrong time. I now have ASC in my inventory but it&#039;s not coming up as a researchable item. I&#039;ve got Mag Ion Armour and the various drills researched, which in some previous games I haven&#039;t managed to research. &lt;br /&gt;
&lt;br /&gt;
:::: The more I read about this game&#039;s bugs the more astonished I am that I ever completed it at all. That said, I&#039;ve only ever finished it once despite having played easily half a dozen games to an advanced stage. &lt;br /&gt;
&lt;br /&gt;
:::: Thanks for the offer re the hex edit. I will look at the link and get back. [[User:4th Cuirassier|4th Cuirassier]] 05:59, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: OK, I&#039;ve looked at the article about PROJECT.DAT and I&#039;m completely baffled.[[User:4th Cuirassier|4th Cuirassier]] 06:09, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Hex editing is not easy stuff to start with; it&#039;s fairly complicated until you get the hang of it, which is why I offered.  :)&lt;br /&gt;
&lt;br /&gt;
:::As for researching the ASC, you needed to have an ASC in base inventory when Zrbite or TR research was completed.  If you didn&#039;t, but get an ASC afterwards, it &amp;quot;doesn&#039;t count&amp;quot; due to bugs.  If you have armor above Aqua Plastic, you had to have researched Zrbite, and I&#039;m betting you also researched the TR as well(as HWD/TR is generally a high-priority research item, due to the time to build one after research and the sheer usefulness of having one), and if so, you&#039;ll need to be doing editing to get ASC to work. [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:47, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: If you are using Windows, you&#039;ll probably have a copy of MS-Edit on hand if it&#039;s Windows 95 through to XP. Not sure about 7. It can be used as a hex-editor of sorts. Read the [[MS-Edit]] page for particulars and a crash course in how to use it. &lt;br /&gt;
&lt;br /&gt;
:: What you need to do is open the project.dat file with a column width of 282.  This will give you 8 rows, each one representing each base slot. The row/column and value fields are in the lower right hand corner of the screen. &lt;br /&gt;
&lt;br /&gt;
:: Before you start editing anything, make sure your cursor is the overwrite block cursor by pressing insert. This is very important as you don&#039;t want to be inserting more information into the file than there should be. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m assuming you are researching in the first base - if not, simply press the down key to drop down to the proper base slot. &lt;br /&gt;
&lt;br /&gt;
:: Scroll across to column 39. The offset&#039;s different from what&#039;s mentioned in the project.dat page because MS-Edit starts with 1 for its column numbers. Now hold down the control key and type p and a. That&#039;s just a fancy MS-Edit key sequence to enter a character that has a value of 1. Do the same with offset 207 (in MS-Edit&#039;s column 208). This will assign 1 day remaining to the project and 1 scientist to it. Save the file. &lt;br /&gt;
&lt;br /&gt;
:: Hopefully that should do the trick. -[[User:NKF|NKF]] 07:25, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Guys, many thanks - I am away from the PC I am running the game on but will try this tonight. [[User:4th Cuirassier|4th Cuirassier]] 08:17, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: OK, I got nowhere = I found one editor but couldn&#039;t find a way to view it 282 columns wide and another simply produced a sort of light blue screen. Very odd. No idea what to do next. [[User:4th Cuirassier|4th Cuirassier]] 16:46, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: Have you tried MS-Edit? Just go to a dos console box or via start\run type in &#039;&#039;&#039;edit&#039;&#039;&#039; and see if it goes. With any other hex editor you&#039;re going to have to work the actual offsets, and hexadecimal values. -[[User:NKF|NKF]] 17:01, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, it does indeed go, but all I get is a blue text box with 2 or 3 symbols in it. There&#039;s a capital A with an accent, a little smiley face, and what not. I tried searching for the character 0 but got no results. [[User:4th Cuirassier|4th Cuirassier]] 17:22, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: That&#039;s perfectly fine. MS-Edit is really designed to be a plain text editor, but once you get the hang of it the binary editing capabilities make it quite easy to alter the X-Com game files that are in table format. What you&#039;re looking at on the screen are the ASCII characters that the values are representing. a &#039;d&#039; for example would mean a value of 100 while an alias symbol @ would mean 64. If you are interested, [[MS-Edit#Editing]] has a diagram of what all the symbols mean. &lt;br /&gt;
&lt;br /&gt;
::::: Of course, while editing don&#039;t worry about the symbols on the screen. Use the &#039;value&#039; field in the lower right hand corner to see exactly what it is your cursor is currently on. -[[User:NKF|NKF]] 20:14, 21 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: Well tonight I can&#039;t find MS-Edit - it appears not to be on my PC any more. Yesterday it was there, today it&#039;s not and I dunno how I ran it...anyway, here is what I get when I look at PROJECT.DAT using a downloaded version of MSEdit: &lt;br /&gt;
&lt;br /&gt;
:::::: http://i101.photobucket.com/albums/m62/beaufighter/MSEDitscreengrab.jpg&lt;br /&gt;
&lt;br /&gt;
:::::: and here is what I get when I open it using something called UltraEdit&lt;br /&gt;
&lt;br /&gt;
:::::: http://i101.photobucket.com/albums/m62/beaufighter/Ultraeditscreengrab.jpg&lt;br /&gt;
&lt;br /&gt;
:::::: ...neither of which gets me anywhere. Cannot find any command that allows me to make the display 282 columns wide. So I&#039;ve no idea what to do. [[User:4th Cuirassier|4th Cuirassier]] 19:42, 22 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: Strange, is that the same editor that comes with Windows? Edit.com should be located in &#039;&#039;&#039;c:\windows\system32&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
::::: I&#039;ve Googled around a bit and it seems the 64-bit version of Windows 7 no longer includes it, but is still in the 32-bit version. -[[User:NKF|NKF]] 21:05, 22 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: In the end I gave up and reloaded a game from three game months earlier. I found that I was researching both Zrbite and the Transmission Resolver at the same time, without an Alien Sub Construction in the inventory. So I took all the scientists off both projects, and started them off on Medi-kits instead.&lt;br /&gt;
&lt;br /&gt;
:::::: If I come across an easy - or at least a step-by-step - way to edit PROJECT.DAT I will post details. I may email the file to myself at work and mess about with it during lunch or something. [[User:4th Cuirassier|4th Cuirassier]] 07:13, 23 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== v2.1 and the CE ==&lt;br /&gt;
&lt;br /&gt;
I read that the MC reader bug can be fixed by v2.1. Is this patch compatible with the CE? And does the Extender take care of it?&lt;/div&gt;</summary>
		<author><name>HerbertWest</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=39761</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=39761"/>
		<updated>2012-10-19T18:48:53Z</updated>

		<summary type="html">&lt;p&gt;HerbertWest: /* Where is UFOLoader.exe? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
::&#039;&#039;Even so, won&#039;t people will still need to edit this shortcut to run the extender rather than the game executable? I think Rampancy is asking for the executable to be modified in the same way that XcomUtil does. This is counter to what the Extender is attempting to achieve, so it is not going to happen. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ll check into this.  There might be conflicts with other mods that you might have since this is the first report of this kind of bug.  Of, course not many may uses this particular feature, either. --[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?- -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).&lt;br /&gt;
&lt;br /&gt;
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, this won&#039;t help you debug your (or my) codec issue, but it&#039;s at least confirmation that it&#039;s an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I&#039;ll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;@DaveG, I can post a source for 1.28 in a few days.  If it helps, the music.cpp in the currently available source zip will be the same as the one in my source.  I haven&#039;t touched anything since interaction with the OS is still above my skill level.  I think this is going to be a bigger problem as more people switch to windows 7 or later so if you can get music to work with Direct-X, a lot of people would be very grateful. [[User:Morgan525|Tycho]] 21:23, 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Thanks, knowing that the music.cpp is the same helps, I&#039;ll have a look into the source and see if I can make some useful changes to support DirectShow rather than using MCI, this may help with these codec issues. [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;when you wrote &#039;change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;, are you only removing that bit from the normal parameter or is there something extra you need to replace the normal &amp;quot;type mpegvideo&amp;quot;?  I may have to offer this option until a new way to play MP3 is working. - [[User:Morgan525|Tycho]] 01:12, 10 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
===D3D Window Position===&lt;br /&gt;
It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme.Thank you. [[User:Cornels|Cornels]] 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Try version 1.27. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
===UFO Blip in Interception===&lt;br /&gt;
The interception window the UFO blip is &amp;quot;corrupted&amp;quot; when &amp;quot;UFO responds to interception&amp;quot; is active.  I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there. [[User:Cornels|Cornels]] 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed with version 1.28 -- [[User:Morgan525|Tycho]] 23 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] &lt;br /&gt;
:&#039;&#039;Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012&#039;&#039;&lt;br /&gt;
===Weapons disappear in tactical mode with UFOLoader v1.28===&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers&#039; weapons are not shown in right/left hand slots. They are black as if the soldier doesn&#039;t carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I&#039;ve then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed in Patch 1.28.3 -- [User:Morgan525|Tycho]] 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weight issues ==&lt;br /&gt;
&lt;br /&gt;
Tycho, while playing TFD with TFD extender (v. 1.05 patch 1.1) I&#039;ve noticed a stange thing: some soldiers have their weight &amp;gt; 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment is currently disabled I believe. This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips&#039; weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]]. [[User:Spike|Spike]] 07:10, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it&#039;s possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It&#039;s possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, weapons. It&#039;s also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of &#039;free&#039; weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks for the explanation, Spike! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
== Fire Damage ==&lt;br /&gt;
&lt;br /&gt;
Not sure if the bug is already posted.  And Not sure if I should post the bug here or in [[Talk:Incendiary]].  Problem is if you use extender to fix funky fire bug.  Incendiary no long does any damage at all.  Units only take the small amount of damage after ending turn because they&#039;re on fire.  Using 1.28.3 extender&lt;br /&gt;
&lt;br /&gt;
To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he&#039;s standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bug, that&#039;s the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get &amp;quot;per impact&amp;quot; is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I see your point but let me elaborate.  Heat, not fire, do kill as fast as bullets.  The original game mechanics separated heat from fire just as in real life.  It intended to have the big heat blast damage first and then the small fire damage per turn.&lt;br /&gt;
:: Take the most extreme case, napalm or volcanic lava, you get fully cooked in less than a second - just by heat alone, and you may/may not catch fire later on.  And heat blasts travel as fast as bullets, in some cases as fast as light.  I believe the game has different Incendiary damage values to do different damage according to how strong the heat is, not the fire afterwards.  The damage by fire later on makes sense because natural burning fires aren&#039;t that hot comparatively.&lt;br /&gt;
:: I understand the difficulty in trying to fix this.  But before this fix you could kill a reaper by a few AC-I shots (which is their weakness) and now you can empty the two clips at it and it&#039;ll never die.   [[User:Hellblade|Hellblade]] 03:11, 4 October 2012 (EDT)&lt;br /&gt;
::&#039;&#039;If you look at the topic page on Incendiary ammo, everyone seems to agree that this is the proper way to handle fire damage.  If you disagree with the consensus, you can always disable the fix by copying the appropriate line from the bugreference file to the [bug fix] section of the INI.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Game Crash ==&lt;br /&gt;
&lt;br /&gt;
Using the latest 1.28.3 extender, Gold edition, winxp/vista.  I have a battlescape savegame that guarantees a crash.  It happens differently everytime but only three things cause the crash.  1)soldier reaction fire hits something or 2)A chain of ethereal psionic attacks 3)as soon as I press next turn&lt;br /&gt;
&lt;br /&gt;
Application failure&lt;br /&gt;
XCOM crashed at 0x4035EE with error 0xC0000005 trying to access 0x00000000&lt;br /&gt;
&lt;br /&gt;
I have the savegame stored away if it&#039;s any help.  And if I turn all the soldiers around (no reaction fire) the game runs fine.&lt;br /&gt;
&lt;br /&gt;
After googling the problem, I tried 1) putting the entire folder back to where steam intend it to be 2) turning off custom music 3)reinstalling C++.  Nothing worked.  Another person reported an identical crash but he said it was cause by a grenade throwing action.  [[User:Hellblade|Hellblade]] 05:48, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The error message indicates that the program is trying to get access the information on an object that doesn&#039;t exist.  The offset mentioned is the line where its supposed to load the first stat of the current object that the game has focused on. I&#039;ll take a look at the game.  Post the save game file zip in the UFO Extender 1.28 topic on Strategycore and I&#039;ll look at it.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== General Store Capacity ==&lt;br /&gt;
&lt;br /&gt;
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the &amp;quot;General Store Capacity&amp;quot; mod on (set to 1).  The main base can only transfer a total of 1 storage space&#039;s worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).&lt;br /&gt;
&lt;br /&gt;
Both bases show &amp;quot;1:1&amp;quot; storage capacity used (when I have 1 storage in base 2 anyways).  I&#039;m reporting this as a glitch because base 1 behaves like it has the 187 capacity (but doesn&#039;t show it as that much) and base 2 does not behave like that at all.&lt;br /&gt;
&lt;br /&gt;
When I remove the mod the capacities show &amp;quot;X:50&amp;quot; (50:50 for base 1) and work normally.&lt;br /&gt;
&lt;br /&gt;
I&#039;m using all the latest files for the extender and the other patches detailed in the &amp;quot;Enemy Unknown Extended&amp;quot; extended page, and the steam version of the game.&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. [[User:Spike|Spike]] 14:43, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok cool, but where do I get the major version? I can&#039;t find a link anywhere.&lt;br /&gt;
Cheers, Herbert West.&lt;/div&gt;</summary>
		<author><name>HerbertWest</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=39748</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=39748"/>
		<updated>2012-10-19T18:15:40Z</updated>

		<summary type="html">&lt;p&gt;HerbertWest: /* Where is UFOLoader.exe? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
::&#039;&#039;Even so, won&#039;t people will still need to edit this shortcut to run the extender rather than the game executable? I think Rampancy is asking for the executable to be modified in the same way that XcomUtil does. This is counter to what the Extender is attempting to achieve, so it is not going to happen. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ll check into this.  There might be conflicts with other mods that you might have since this is the first report of this kind of bug.  Of, course not many may uses this particular feature, either. --[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?- -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).&lt;br /&gt;
&lt;br /&gt;
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, this won&#039;t help you debug your (or my) codec issue, but it&#039;s at least confirmation that it&#039;s an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I&#039;ll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;@DaveG, I can post a source for 1.28 in a few days.  If it helps, the music.cpp in the currently available source zip will be the same as the one in my source.  I haven&#039;t touched anything since interaction with the OS is still above my skill level.  I think this is going to be a bigger problem as more people switch to windows 7 or later so if you can get music to work with Direct-X, a lot of people would be very grateful. [[User:Morgan525|Tycho]] 21:23, 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Thanks, knowing that the music.cpp is the same helps, I&#039;ll have a look into the source and see if I can make some useful changes to support DirectShow rather than using MCI, this may help with these codec issues. [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;when you wrote &#039;change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;, are you only removing that bit from the normal parameter or is there something extra you need to replace the normal &amp;quot;type mpegvideo&amp;quot;?  I may have to offer this option until a new way to play MP3 is working. - [[User:Morgan525|Tycho]] 01:12, 10 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
===D3D Window Position===&lt;br /&gt;
It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme.Thank you. [[User:Cornels|Cornels]] 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Try version 1.27. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
===UFO Blip in Interception===&lt;br /&gt;
The interception window the UFO blip is &amp;quot;corrupted&amp;quot; when &amp;quot;UFO responds to interception&amp;quot; is active.  I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there. [[User:Cornels|Cornels]] 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed with version 1.28 -- [[User:Morgan525|Tycho]] 23 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] &lt;br /&gt;
:&#039;&#039;Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012&#039;&#039;&lt;br /&gt;
===Weapons disappear in tactical mode with UFOLoader v1.28===&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers&#039; weapons are not shown in right/left hand slots. They are black as if the soldier doesn&#039;t carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I&#039;ve then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed in Patch 1.28.3 -- [User:Morgan525|Tycho]] 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weight issues ==&lt;br /&gt;
&lt;br /&gt;
Tycho, while playing TFD with TFD extender (v. 1.05 patch 1.1) I&#039;ve noticed a stange thing: some soldiers have their weight &amp;gt; 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment is currently disabled I believe. This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips&#039; weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]]. [[User:Spike|Spike]] 07:10, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it&#039;s possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It&#039;s possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, weapons. It&#039;s also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of &#039;free&#039; weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks for the explanation, Spike! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
== Fire Damage ==&lt;br /&gt;
&lt;br /&gt;
Not sure if the bug is already posted.  And Not sure if I should post the bug here or in [[Talk:Incendiary]].  Problem is if you use extender to fix funky fire bug.  Incendiary no long does any damage at all.  Units only take the small amount of damage after ending turn because they&#039;re on fire.  Using 1.28.3 extender&lt;br /&gt;
&lt;br /&gt;
To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he&#039;s standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bug, that&#039;s the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get &amp;quot;per impact&amp;quot; is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I see your point but let me elaborate.  Heat, not fire, do kill as fast as bullets.  The original game mechanics separated heat from fire just as in real life.  It intended to have the big heat blast damage first and then the small fire damage per turn.&lt;br /&gt;
:: Take the most extreme case, napalm or volcanic lava, you get fully cooked in less than a second - just by heat alone, and you may/may not catch fire later on.  And heat blasts travel as fast as bullets, in some cases as fast as light.  I believe the game has different Incendiary damage values to do different damage according to how strong the heat is, not the fire afterwards.  The damage by fire later on makes sense because natural burning fires aren&#039;t that hot comparatively.&lt;br /&gt;
:: I understand the difficulty in trying to fix this.  But before this fix you could kill a reaper by a few AC-I shots (which is their weakness) and now you can empty the two clips at it and it&#039;ll never die.   [[User:Hellblade|Hellblade]] 03:11, 4 October 2012 (EDT)&lt;br /&gt;
::&#039;&#039;If you look at the topic page on Incendiary ammo, everyone seems to agree that this is the proper way to handle fire damage.  If you disagree with the consensus, you can always disable the fix by copying the appropriate line from the bugreference file to the [bug fix] section of the INI.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Game Crash ==&lt;br /&gt;
&lt;br /&gt;
Using the latest 1.28.3 extender, Gold edition, winxp/vista.  I have a battlescape savegame that guarantees a crash.  It happens differently everytime but only three things cause the crash.  1)soldier reaction fire hits something or 2)A chain of ethereal psionic attacks 3)as soon as I press next turn&lt;br /&gt;
&lt;br /&gt;
Application failure&lt;br /&gt;
XCOM crashed at 0x4035EE with error 0xC0000005 trying to access 0x00000000&lt;br /&gt;
&lt;br /&gt;
I have the savegame stored away if it&#039;s any help.  And if I turn all the soldiers around (no reaction fire) the game runs fine.&lt;br /&gt;
&lt;br /&gt;
After googling the problem, I tried 1) putting the entire folder back to where steam intend it to be 2) turning off custom music 3)reinstalling C++.  Nothing worked.  Another person reported an identical crash but he said it was cause by a grenade throwing action.  [[User:Hellblade|Hellblade]] 05:48, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The error message indicates that the program is trying to get access the information on an object that doesn&#039;t exist.  The offset mentioned is the line where its supposed to load the first stat of the current object that the game has focused on. I&#039;ll take a look at the game.  Post the save game file zip in the UFO Extender 1.28 topic on Strategycore and I&#039;ll look at it.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== General Store Capacity ==&lt;br /&gt;
&lt;br /&gt;
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the &amp;quot;General Store Capacity&amp;quot; mod on (set to 1).  The main base can only transfer a total of 1 storage space&#039;s worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).&lt;br /&gt;
&lt;br /&gt;
Both bases show &amp;quot;1:1&amp;quot; storage capacity used (when I have 1 storage in base 2 anyways).  I&#039;m reporting this as a glitch because base 1 behaves like it has the 187 capacity (but doesn&#039;t show it as that much) and base 2 does not behave like that at all.&lt;br /&gt;
&lt;br /&gt;
When I remove the mod the capacities show &amp;quot;X:50&amp;quot; (50:50 for base 1) and work normally.&lt;br /&gt;
&lt;br /&gt;
I&#039;m using all the latest files for the extender and the other patches detailed in the &amp;quot;Enemy Unknown Extended&amp;quot; extended page, and the steam version of the game.&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
&lt;br /&gt;
Thanks, Herbert West.&lt;/div&gt;</summary>
		<author><name>HerbertWest</name></author>
	</entry>
</feed>