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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PavelB</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=PavelB"/>
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	<updated>2026-05-01T06:11:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher_(EU2012)&amp;diff=55394</id>
		<title>Rocket Launcher (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher_(EU2012)&amp;diff=55394"/>
		<updated>2014-01-29T12:45:01Z</updated>

		<summary type="html">&lt;p&gt;PavelB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:ROCKET LAUNCHER (EU2012).png|100px|right|Rocket Launcher]]&lt;br /&gt;
* Rockets have a blast radius of 3 tiles&lt;br /&gt;
* Friendly targets in the blast area are affected&lt;br /&gt;
* Rockets are useful for destroying cover and forcing enemies to spread out&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Weapon Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|costs=N/A&lt;br /&gt;
|base damage=6&lt;br /&gt;
|critical damage=None&lt;br /&gt;
|critical chance=None&lt;br /&gt;
|range= All&lt;br /&gt;
|abilities=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*The [[Heavy (EU2012)|Heavy&#039;s]] alternative weapon. It fires a rocket that deals high damage over a large area. Rockets will destroy [[Cover (EU2012)|Cover]] and make enemies vulnerable. &lt;br /&gt;
* Rocket Launchers have 1 shot per mission. &lt;br /&gt;
**Extra rockets can be added with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; abilities. &lt;br /&gt;
* The Rocket Launcher&#039;s Aim actually depends on the Aim of the Heavy firing it. The minimum value will be 90 but it can be higher if the Heavy personal Aim is higher than that number, due to using the &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; [[Second Wave (EU2012)|Second Wave]] option. &lt;br /&gt;
*The Rocket Launcher is a free-aim weapon. Anything can be targeted as long as there is a clear line of fire.  &lt;br /&gt;
* &#039;&#039;&#039;Rockets can miss&#039;&#039;&#039;. Take extra care when firing the Rocket Launcher near allies or civilians&lt;br /&gt;
* Rockets do not need to hit a surface or an enemy target to explode. They can therefore be set to explode in-mid air. This is useful for targeting several airborne and ground based enemies with the same rocket.  &lt;br /&gt;
* Rockets can be further improved with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (increases blast radius) and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (increases damage by 2 points).&lt;br /&gt;
* In later stages of the game, the Rocket Launcher can be replaced by the [[Blaster Launcher (EU2012)|Blaster Launcher]]. A significant upgrade featuring improved damage and rockets that can navigate around obstacles and phase through windows and doors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=54067</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=54067"/>
		<updated>2013-12-09T09:28:25Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Aiming Angles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Results Driven ==&lt;br /&gt;
&lt;br /&gt;
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Itchy Trigger Tentacle ==&lt;br /&gt;
&lt;br /&gt;
Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Absolutely Critical and EXALT ==&lt;br /&gt;
&lt;br /&gt;
I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aiming Angles ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?--[[User:PavelB|PavelB]] 04:52, 6 December 2013 (EST)&lt;br /&gt;
:Closer you are to flanking, the more +Aim% increases up until you ARE flanking, at which point you gain the usual +Aim% and +Crit%. It is a nice Second Wave, as it is rewarding as you attempt to flank (closer to &amp;quot;reality&amp;quot;) but it DOES work for enemies as well, just like Absolutely Critical.--[[User:DracoGriffin|DracoGriffin]] 12:51, 6 December 2013 (EST)&lt;br /&gt;
::Thank you. I&#039;ve almost completed a compaign with this option enabled. And yes, it is great. But it would be interesting to know the formalas, how these &amp;quot;cover penalties&amp;quot; are calculated. [[User:PavelB|PavelB]] 04:28, 9 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hidden potential MEC trooper&#039;s aim gain ==&lt;br /&gt;
Does anyone know the data how much aim stat growth the MEC troopers have. My last play-through my MEC ended up at 105 base aim as col. It was a converted support squaddie. Is it bugged or does the second wave works as intended. I can see the data it would never get even close to that aim. So I think second wave HP is bugged. Anyone know ? --[[User:Sunesha|Sunesha]] 17:11, 8 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=53852</id>
		<title>Talk:Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Second_Wave_(EU2012)&amp;diff=53852"/>
		<updated>2013-12-06T11:52:41Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Aiming Angles */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve seen +§7/month and +§200 month with New Economy activated. While I can&#039;t confirm, maybe the range is §5~200? [[User:Moyang|Moyang]] 03:09, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
This patch isn&#039;t listed as DLC in steam library properties, wouldn&#039;t it better to move this page elsewhere? [[User:Moyang|Moyang]] 04:54, 9 January 2013 (EST)&lt;br /&gt;
:Everyone else seems to call it a DLC from what I&#039;ve read on the interviews and the 2K forums. I think I understand your reservation coming from the fact that it isn&#039;t a &#039;pack&#039; that can be purchased like Slingshot or Elite Soldier but do you have any better (and as simple) suggestion than calling it &#039;DownLoadable Content&#039;? [[User:Hobbes|Hobbes]] 06:52, 9 January 2013 (EST)&lt;br /&gt;
:: Well, &#039;patch&#039;? In Civilization 5 they gave free Mongolia DLC , and it is listed as DLC in [http://i47.tinypic.com/zuggaf.jpg steam library properties window]. [[User:Moyang|Moyang]] 07:24, 9 January 2013 (EST)&lt;br /&gt;
::: Or we can just remove the DLC from the page name and be done with it. :) Something else I noticed you added to this page - since 2nd Wave is now official there&#039;s no point in comparing it with the previous mod since it supersedes it. [[User:Hobbes|Hobbes]] 07:30, 9 January 2013 (EST)&lt;br /&gt;
:::: I added that line because many people said explosives will do random damage too, which isn&#039;t the case in the official 2nd wave. But I think you&#039;re right. [[User:Moyang|Moyang]] 08:12, 9 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Seems like no site I&#039;ve seen yet really goes into how the Second Wave options affect gameplay or battle strategy. Like how Absolutely Critical renders Assault&#039;s abilites; Aggression, and moreso, Close &amp;amp; Personal, more or less redundant, and with Damage Roulette, and an Assault with an Alloy Canon, Killer Instinct, Rapid Fire, and Run &amp;amp; Gun-ning can potentially one-hit kill anything even in Impossible (doing an Impossible run, seeing if I can do so on a Sectopod: no success yet), and with both, a Sniper with the right position and aim-boosting feats/eqip becomes a deadly sentry. Or how Damage Roulette can be both a life-saver (2 damage from a Sectopod blast? I&#039;ll take it), or screw you over (my last attempt to 1-hit Sectopod with the above-said Assault...1 damage, 1 damage. Fuck.) or War Wariness forces you to either win quickly, or rely on Council missions and Grey market sales for lategame money (and would make &#039;farming&#039; for new recruits with high stats for your final Psi squad difficult), or with Not Created Equally, Hidden Potential, and OTS&#039;s New Guy and Iron Will, how to farm Squaddies (for my first batch of Psi troops with all of that on: Will/Aim of 65/75-ish is a good median range for keepers, I&#039;ve seen mismatches as bad as 29/89 and 71/51, and what I call &amp;quot;Uber&amp;quot; potential with 72/89, and ending with +120/+120 stats (highest Will I&#039;ve gotten so far is 133/84 on a heavy, and best aim was 117/128 on a sniper, and best overall was 128/126 on another sniper)). But, for example, the Abilites page gives good advice on mix/matching them and prioritizing with regards to personal playstyle. Short version: this page could use such. --[[User:Xuncu|Xuncu]] 08:39, 18 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Marathon and XP requirements==&lt;br /&gt;
I&#039;ve just noticed that this line of text was removed:&lt;br /&gt;
** Can make game easier because you&#039;ll get more missions but the experience points required for promotions remain the same, so your soldiers can level up faster than in a regular game.  &lt;br /&gt;
Is this incorrect or is there another justification for removing it? [[User:Hobbes|Hobbes]] 14:03, 19 May 2013 (EDT)&lt;br /&gt;
*Moyag&#039;s the one that deleted it, so dunno, but my guess is that the wording wasn&#039;t clear to him. Lemme think..... ok, how&#039;s that? --[[User:Xuncu|Xuncu]] 01:33, 20 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Results Driven ==&lt;br /&gt;
&lt;br /&gt;
Is this Second Wave option intended to permanently lower funding as panic increases, rather than temporarily? My thinking was if panic was reduced, then funding should slowly return to original amount but so far, this doesn&#039;t seem to be the case. Could someone verify the permanence for my own peace of mind?--[[User:DracoGriffin|DracoGriffin]] 17:15, 27 November 2013 (EST)&lt;br /&gt;
:Did you turned on War Wariness too? [[User:Moyang|Moyang]] 20:37, 27 November 2013 (EST)&lt;br /&gt;
::No, I&#039;m only in April so it may increase in the next month but I was hoping for an answer as I might restart. Couple of countries are funding &amp;lt;$40 due to New Economy, as well.--[[User:DracoGriffin|DracoGriffin]] 02:33, 28 November 2013 (EST)&lt;br /&gt;
:::Phew, looks like I was right after all. Russia&#039;s funding just went up to $62 from $37. They went 5 panic in March, then put up Satellite but stayed $37 through April and now jumped to $62 as they lowered to 1 panic in May.--[[User:DracoGriffin|DracoGriffin]] 04:26, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Itchy Trigger Tentacle ==&lt;br /&gt;
&lt;br /&gt;
Does anyone actually have this because it does not appear on mine currently.--[[User:Ditto51|Ditto51]] 09:57, 28 November 2013 (EST)&lt;br /&gt;
:I have. You need to win the game on Impossible (I think) to unlock it. There&#039;s an easier way to unlock it that has been posted at the Nexusforums. [[User:Hobbes|Hobbes]] 10:41, 28 November 2013 (EST)&lt;br /&gt;
::I got it after completing Classic on XBOX360. Maybe different for PC?--[[User:DracoGriffin|DracoGriffin]] 13:54, 28 November 2013 (EST)&lt;br /&gt;
:::I&#039;ve only completed it on Normal, and if you got it on Classic then it is almost definite that that is where you unlock it, Hobbes probably played through on Impossible first time--[[User:Ditto51|Ditto51]] 14:07, 28 November 2013 (EST)&lt;br /&gt;
::::I wanted to play Impossible but after reading how tough it was I decided for Classic instead for the 1st time since I had a lot I wanted to check to update the UFOPaedia and Impossible can be quite frustrating :) [[User:Hobbes|Hobbes]] 18:01, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Absolutely Critical and EXALT ==&lt;br /&gt;
&lt;br /&gt;
I noticed while playing with this option turned on that EXALT Units that are flanking me don&#039;t always get critical hits against my soldiers, could it not work for EXALT possibly?--[[User:Ditto51|Ditto51]] 12:33, 3 December 2013 (EST)&lt;br /&gt;
:Nevermind, my soldier has Relieiance...--[[User:Ditto51|Ditto51]] 12:38, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aiming Angles ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how &amp;quot;Aiming Angles&amp;quot; option actually work?&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=37537</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=37537"/>
		<updated>2012-10-02T14:12:00Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Negative Aqua Plastics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
A place to provide feedback or ask questions&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
&lt;br /&gt;
=== Crash 0xFFE00B30 ===&lt;br /&gt;
&lt;br /&gt;
1.05p1&lt;br /&gt;
:&amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The error occurred at the first attempt to start the Battlescape. No previous missions had been run. This was the very beginning of the first mission. The Battlescape never appeared. It could be related to patches made by XcomUtil, so maybe don&#039;t worry about it unless others can reproduce it. [[User:Spike|Spike]] 21:02, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: I tried this suggested technique and it seems to work. In fact, I think I now understand the bug. It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I&#039;ve reported before]] (before TFTD Extender even existed), so it&#039;s not specific to TFTDExtender / UFOExtender. Which must be good news for you. :)  It might be related to XcomUtil (corrupting game files?). What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== OBDATA / Dye Grenade mod not working? ===&lt;br /&gt;
&lt;br /&gt;
I can&#039;t seem to get this to work. Regardless of what I do, the Dye Grenade radius is the same as in the unpatched game. It starts on one square, slowly spreads out to about a 4 by 4 diamond, then contracts and fades out. Am I doing something wrong? Is it using the right OBDATA.DAT file? [[User:Spike|Spike]] 09:41, 7 September 2012 (EDT)&lt;br /&gt;
: I&#039;m not sure this feature is working for me at all. I tried changing the stats of a Dart Gun like this, also with no apparent effect. &lt;br /&gt;
&lt;br /&gt;
 [OBDATA.DAT]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 ;Dye grenade will have similar initial effect as smoke grenade in EU.&lt;br /&gt;
 Dye Grenade Damage=60&lt;br /&gt;
 Dart Gun Damage=255&lt;br /&gt;
 Dart Gun Size=100&lt;br /&gt;
 Dart Gun Auto TUs=50&lt;br /&gt;
 Dart Gun Auto accuracy=20&lt;br /&gt;
 Dart Gun Snap accuracy=50&lt;br /&gt;
 Dart Gun Aimed accuracy=100&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:39, 8 September 2012 (EDT)&lt;br /&gt;
I&#039;ve checked that OBDATA modding works ok in UFOExtender. I can&#039;t get it to work in TFDExtender though. I have tried modding one-word items like Magna-pack. I have tried using the [[Talk:OBDATA.DAT (TFTD)|exact literal names from OBDATA.DAT (TFTD)]]. I have tried using the literal names from UFO. All no good. The record structure looks to be the same in TFTD as in UFO. I am a bit stumped. [[User:Spike|Spike]] 22:32, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;OK. I&#039;ll look into it. My work has restarted so I am a little busy right now. Once I get readjusted to the work schedule, I&#039;ll be able to investigate more.&#039;&#039;[[User:Morgan525|Tycho]] 04:23, 9 September 2012 (EDT) &lt;br /&gt;
I completely understand. Thank you so much for this amazing contribution. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
: update - &#039;&#039;I think I located the problem, the LoadFile command had been referencing the wrong LoadFile subroutine.&#039;&#039;&lt;br /&gt;
Excellent. I will be happy test as soon as you have time to upload an update. [[User:Spike|Spike]] 09:45, 20 September 2012 (EDT)&lt;br /&gt;
: &#039;&#039;check this with the latest patch. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With 1.05p1.1, the Dye Grenade fix is working regardless of whether I do Apply=1 in the OBDATA.DAT section. I can&#039;t get anything else to work still. [[User:Spike|Spike]] 10:05, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Weightless Ammo Bug ===&lt;br /&gt;
&lt;br /&gt;
Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From what I understand right now, I am pretty sure I can arrange it so that weapons are not automatically loaded and soldiers would be given an extra clip. Feedback?&#039;&#039;&lt;br /&gt;
: By an extra clip, you mean the clip/ammo that would have been loaded into the weapon is instead carried by the soldier? And for carried clips, the encumbrance effects are correct. For me anyway, in order of most benefit, the options would be&lt;br /&gt;
:# Fix the root cause of the bug (ensure all relevant object locations and &amp;quot;contains/contained in&amp;quot; pointers are set during automatic clip loading) so that automatically loaded clips correctly affect encumbrance &lt;br /&gt;
:# As a workaround, don&#039;t load ammo for multi-ammotype weapons (Heavy Cannon/Gas Cannon, Auto-Cannon/Hydrojet Cannon, Rocket Launcher / Torpedo Launcher). These are the weapons for which the bug has the greatest impact, since it imposes a &#039;cost&#039; of switching away from the automatically-loaded ammo (usually AP or Small Rocket/Torp). With single-ammotype weapons, there&#039;s never any need to change the clips before combat. &lt;br /&gt;
:# As a workaround, don&#039;t load ammo for any weapons. This avoids the &#039;switching cost&#039; issue but does impose a fairly significant logistics overhead on each combat, to go through and manually load all clips. Plus the risk that you forget to load a weapon and only find out at a critical moment. :) This is for the &amp;quot;purist&amp;quot; who wants to make the game harder.&lt;br /&gt;
:If it&#039;s tricky to fix the root cause, any of the other two options would be helpful. Suggested text:&lt;br /&gt;
:* [Multi Ammo Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. Weapons using multiple ammo types (Heavy Cannon, Auto-Cannon, Rocket Launcher / Gas Cannon, Hydrojet Cannon, Torpedo Launcher) will not be pre-loaded before combat. You will need to load these weapons manually during the pre-combat Equip phase. This will significantly affect the heavy weapons ammunition load your squad can carry into combat without suffering encumbrance penalties, thus making the early game harder.&lt;br /&gt;
:* [All Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. This option overrides the previous option. No weapons will be pre-loaded before combat. You will need to load all ammo manually during the pre-combat Equip phase. This will significantly affect the ammunition load your squad can carry into combat without suffering encumbrance penalties, making the early game harder.&lt;br /&gt;
:[[User:Spike|Spike]] 05:10, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Grenade Resistance in INI file ===&lt;br /&gt;
&lt;br /&gt;
I think this is a holdover from UFOExtender, because &#039;Grenade&#039; is not a TFTD object, and in TFTD I think all forms of grenades already have high damage resistance, and so are already &amp;quot;stackable&amp;quot;. [[User:Spike|Spike]] 09:14, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Weight Display in Inventory not Localised ===&lt;br /&gt;
&lt;br /&gt;
At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There is no entry in the text DAT files for &amp;quot;weight&amp;quot;. Seb had to add the text string for it into his subroutine. Thanks for pointing it out.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
=== Stunned MC&#039;d Aquanauts MIA on Abort ===&lt;br /&gt;
&lt;br /&gt;
This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. &lt;br /&gt;
:&#039;&#039;This is one of those exceptional cases where my End of Battle (Abort?) routine doesn&#039;t cover. If the aquanaut is MCed or unconscious the EOB routine will correct these states and end the battle but it doesn&#039;t check for both on the same unit, so an aquanaut who was MCed and then made unconscious, may fall through the hole that was originally in the game. [[User:Morgan525|Tycho]]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This may also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I haven&#039;t inserted the new EOB script into UFO Extender yet, so it still has the original problems.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Stunned Carried Aquanauts MIA on Abort ===&lt;br /&gt;
&lt;br /&gt;
While you are looking the EOB script, I noticed one more anomaly. I&#039;m not sure if this is an original bug or an Extender bug. If you are carrying a stunned Aquanaut in the transport at the time of Abort, the stunned Aquanaut is lost (MIA). You have to drop the stunned Aquanaut on the floor. Probably this is because the position of the Aquanaut has not been updated and is still pointing to where they were stunned, not to the location of the carrying Aquanaut. Probably this is an original bug. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You&#039;re correct. An carried objects&#039;s coordinates are not updated until it is dropped or thrown. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Negative Aqua Plastics ===&lt;br /&gt;
&lt;br /&gt;
My second base has -20 Aqua Plastics. Might be XComUtil&#039;s fault rather than TFTD Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;This has to be caused by something else.  Extender doesn&#039;t alter the code responsible for base stats except on the initial base when Missiles for Cannons mod is selected and that is only in the new game initialization routine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t use any mods/editor except TFDExtender, bus still have -98 Zrbite, -4 Lobster Man Corpses, -5 I-B Accs, -3 MagNavs and -358 Aqua Plastics on my second base! (and nothing extraordinary at other bases) There is a nuance about there lobster corpses. I have &amp;quot;Start with Alternate Tech Tree&amp;quot; set to 3, so that Ion Armor and Magnetic ion armour require 2 lobster corpses to be manufactured. On my FIRST base I&#039;ve performed MI armour production twice, and strangely was able to produce 1 armour more than it was possible (10 armours when there were only 18 lobster corpses avaible and then 4 armours with 6 corpses). And after all I&#039;ve noticed these -4 corpses at the second base. Could it be, that during armour production these 4 corpses were somehow obtained from the second base, when there had been none of them on the first? [[User:PavelB|PavelB]] 10:12, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Extra Artefacts Reported ===&lt;br /&gt;
&lt;br /&gt;
I quite often recover 1 or 2 alien artefacts according to the Results screen, even though I am Aborting the mission and have definitely not brought anything back to the transport. I don&#039;t think I&#039;m actually bringing back any artefacts - I think the Results screen is reporting incorrectly for some reason. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I&#039;ve seen this too. You are correct that no artifacts are actually found and it&#039;s a minor problem with the EOB calculations.  Since it only gives players a minor boost (a few points at most) to their score, it&#039;s low on my to-do list at the moment.&#039;&#039;&lt;br /&gt;
:: Hmm I just came back from a mission (first mission of a new game) and I had two alien sonic clips available as new Research topics (Pistol and Blasta), even though I aborted the mission with no loot. I did use XComHack to edit other equipment on the Triton so it may be related to that. I&#039;ll let you know if it recurs. [[User:Spike|Spike]] 08:47, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing Projects Minimum Production ===&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Executable directive ===&lt;br /&gt;
&lt;br /&gt;
It looks to me that the Executable directive is being ignored and the loader always loads Terror from the Deep.exe. Is that correct? [[User:Spike|Spike]] 15:35, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;seems you are right. There isn&#039;t a problem in EU extender so I&#039;ll need to see what is different.  Thanks for the feedback! [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cannot build Leviathan ===&lt;br /&gt;
&lt;br /&gt;
Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:  Double check that you have sufficient cash to start the project, iirc $600K or so. That matches this symptom. Also that you have enough workshop space available (Leviathan needs a lot of space). Failing that, cancel all existing manufacturing projects, then retry.  Failing that you could try reducing Technicians below 100 but that&#039;s taking us into Bug territory. [[User:Spike|Spike]] 07:17, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Resources are 100% enough. I&#039;ve launched &amp;quot;Terror from the Deep.exe&amp;quot;, loaded this saved game and started manufacturing Lev without any problems. I&#039;ve saved this variant with Lev being manufactured and then loaded it from &amp;quot;TFTDextender.exe&amp;quot;. As a result the process was okey, but I could only decrease the number of technicans working on it, not increase (even after decreasing!). That is: with 64 technicans had been assigned, I&#039;ve pressed the &amp;quot;down&amp;quot; button, and the number changed to 63. But then I was unable to revert it to 64 by pressing &amp;quot;up&amp;quot; button: it didn&#039;t work! [[User:PavelB|PavelB]] 07:57, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
:I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine:  Most direct fire damage is 0-200%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;.  If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-100% for that lucky shot. With autopsy done, the game reverts back to the usual 0-200% on any hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. [[User:Spike|Spike]] 10:35, 15 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Displacer/Sonic damage fix  ==&lt;br /&gt;
&lt;br /&gt;
If I understand this fix correctly, the Displacer/Sonic weapon damage has been increased to 150 from the previous in-code value of 110, and vs the previous UFOPedia entry of 130? SWS Sonic weapon damage has been increased to 150 because this matches the craft-mounted Sonic Oscillator?&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think this is the right idea. Increasing damage to 150 gives Displacer/Sonic a higher damage level than Displacer/PWT. That removes some of the distinctiveness of Displacer/PWT, and more importantly it is inconsistent with the general principle in the game that PWT weapons (of a given class) do more damage than Sonic (which in turn do more than Gauss). That is true for infantry weapons, SWS weapons (unless you create this exception), and Craft weapons. &lt;br /&gt;
&lt;br /&gt;
Also, there is no reason why SWS weapon damage should be equated to Craft weapon damage. I&#039;m pretty sure that Battlescape damage values and Craft combat (Geoscape Interception) damage values are completely different, they are not meant to be compared to each other in any way. There is only one SWS weapon that has the same damage as its equivalent Craft weapon, and that is the Coelacanth/Gauss = Gauss Cannon. I think this is a coincidence, as the other equivalent weapons are all different  between the SWS version and the Craft version (this applies to Gas Cannon, PWT, Sonic, and also Aqua Jet vs torpedos).  &lt;br /&gt;
&lt;br /&gt;
Clearly there &#039;&#039;is&#039;&#039; an inconsistency between the code and the UFOPedia, and that should be fixed. It&#039;s hard to say if the &amp;quot;right&amp;quot; value is 110 or 130. Is the code wrong or is the UFOPedia wrong? It could be either way. But I would correct this inconsistency either to 110 or to 130, not increase it to 150. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 08:02, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or make it an option: Displacer Sonic Fix={0|110|130|150} [[User:Spike|Spike]] 09:50, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Feature Requests =&lt;br /&gt;
&lt;br /&gt;
== All Units Can &amp;quot;Fly&amp;quot; In Water ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s very illogical that most units are stuck on the seabed in underwater missions. Please provide the option to set all units (X-Com and alien) to have &amp;quot;flying&amp;quot; (i.e. swimming) ability when underwater. This is unlikely to cause an outbreak of 3D combat, since there is no cover except at seabed level, so anyone swimming excessively or incautiously is going to get shot. It might disadvantage the aliens if their tactical map waypoints are all set on the surface. But as some of them can &amp;quot;fly&amp;quot;, there is hopefully a mechanism to deal with that in the code already. For me it will just solve the frustration of being unable to swim over small obstacles or swim up a level, and being stuck or tactically limited for no sensible reason. Mag-Ion Armour remains useful as an important step in Sub Research and (if using the Everything Works on Land mod) for land use. [[User:Spike|Spike]] 11:36, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aliens Pick Up Weapons ==&lt;br /&gt;
&lt;br /&gt;
Related to Improved Alien AI. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots. The existing (but unused) routine looks pretty smart and not immediately exploitable to ambush aliens using weapons as traps. &lt;br /&gt;
&lt;br /&gt;
== General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=37518</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=37518"/>
		<updated>2012-10-02T11:57:32Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Cannot build Leviathan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
A place to provide feedback or ask questions&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
&lt;br /&gt;
=== Crash 0xFFE00B30 ===&lt;br /&gt;
&lt;br /&gt;
1.05p1&lt;br /&gt;
:&amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The error occurred at the first attempt to start the Battlescape. No previous missions had been run. This was the very beginning of the first mission. The Battlescape never appeared. It could be related to patches made by XcomUtil, so maybe don&#039;t worry about it unless others can reproduce it. [[User:Spike|Spike]] 21:02, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: I tried this suggested technique and it seems to work. In fact, I think I now understand the bug. It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I&#039;ve reported before]] (before TFTD Extender even existed), so it&#039;s not specific to TFTDExtender / UFOExtender. Which must be good news for you. :)  It might be related to XcomUtil (corrupting game files?). What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== OBDATA / Dye Grenade mod not working? ===&lt;br /&gt;
&lt;br /&gt;
I can&#039;t seem to get this to work. Regardless of what I do, the Dye Grenade radius is the same as in the unpatched game. It starts on one square, slowly spreads out to about a 4 by 4 diamond, then contracts and fades out. Am I doing something wrong? Is it using the right OBDATA.DAT file? [[User:Spike|Spike]] 09:41, 7 September 2012 (EDT)&lt;br /&gt;
: I&#039;m not sure this feature is working for me at all. I tried changing the stats of a Dart Gun like this, also with no apparent effect. &lt;br /&gt;
&lt;br /&gt;
 [OBDATA.DAT]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 ;Dye grenade will have similar initial effect as smoke grenade in EU.&lt;br /&gt;
 Dye Grenade Damage=60&lt;br /&gt;
 Dart Gun Damage=255&lt;br /&gt;
 Dart Gun Size=100&lt;br /&gt;
 Dart Gun Auto TUs=50&lt;br /&gt;
 Dart Gun Auto accuracy=20&lt;br /&gt;
 Dart Gun Snap accuracy=50&lt;br /&gt;
 Dart Gun Aimed accuracy=100&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:39, 8 September 2012 (EDT)&lt;br /&gt;
I&#039;ve checked that OBDATA modding works ok in UFOExtender. I can&#039;t get it to work in TFDExtender though. I have tried modding one-word items like Magna-pack. I have tried using the [[Talk:OBDATA.DAT (TFTD)|exact literal names from OBDATA.DAT (TFTD)]]. I have tried using the literal names from UFO. All no good. The record structure looks to be the same in TFTD as in UFO. I am a bit stumped. [[User:Spike|Spike]] 22:32, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;OK. I&#039;ll look into it. My work has restarted so I am a little busy right now. Once I get readjusted to the work schedule, I&#039;ll be able to investigate more.&#039;&#039;[[User:Morgan525|Tycho]] 04:23, 9 September 2012 (EDT) &lt;br /&gt;
I completely understand. Thank you so much for this amazing contribution. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
: update - &#039;&#039;I think I located the problem, the LoadFile command had been referencing the wrong LoadFile subroutine.&#039;&#039;&lt;br /&gt;
Excellent. I will be happy test as soon as you have time to upload an update. [[User:Spike|Spike]] 09:45, 20 September 2012 (EDT)&lt;br /&gt;
: &#039;&#039;check this with the latest patch. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Minor Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Weightless Ammo Bug ===&lt;br /&gt;
&lt;br /&gt;
Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From what I understand right now, I am pretty sure I can arrange it so that weapons are not automatically loaded and soldiers would be given an extra clip. Feedback?&#039;&#039;&lt;br /&gt;
: By an extra clip, you mean the clip/ammo that would have been loaded into the weapon is instead carried by the soldier? And for carried clips, the encumbrance effects are correct. For me anyway, in order of most benefit, the options would be&lt;br /&gt;
:# Fix the root cause of the bug (ensure all relevant object locations and &amp;quot;contains/contained in&amp;quot; pointers are set during automatic clip loading) so that automatically loaded clips correctly affect encumbrance &lt;br /&gt;
:# As a workaround, don&#039;t load ammo for multi-ammotype weapons (Heavy Cannon/Gas Cannon, Auto-Cannon/Hydrojet Cannon, Rocket Launcher / Torpedo Launcher). These are the weapons for which the bug has the greatest impact, since it imposes a &#039;cost&#039; of switching away from the automatically-loaded ammo (usually AP or Small Rocket/Torp). With single-ammotype weapons, there&#039;s never any need to change the clips before combat. &lt;br /&gt;
:# As a workaround, don&#039;t load ammo for any weapons. This avoids the &#039;switching cost&#039; issue but does impose a fairly significant logistics overhead on each combat, to go through and manually load all clips. Plus the risk that you forget to load a weapon and only find out at a critical moment. :) This is for the &amp;quot;purist&amp;quot; who wants to make the game harder.&lt;br /&gt;
:If it&#039;s tricky to fix the root cause, any of the other two options would be helpful. Suggested text:&lt;br /&gt;
:* [Multi Ammo Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. Weapons using multiple ammo types (Heavy Cannon, Auto-Cannon, Rocket Launcher / Gas Cannon, Hydrojet Cannon, Torpedo Launcher) will not be pre-loaded before combat. You will need to load these weapons manually during the pre-combat Equip phase. This will significantly affect the heavy weapons ammunition load your squad can carry into combat without suffering encumbrance penalties, thus making the early game harder.&lt;br /&gt;
:* [All Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. This option overrides the previous option. No weapons will be pre-loaded before combat. You will need to load all ammo manually during the pre-combat Equip phase. This will significantly affect the ammunition load your squad can carry into combat without suffering encumbrance penalties, making the early game harder.&lt;br /&gt;
:[[User:Spike|Spike]] 05:10, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Grenade Resistance in INI file ===&lt;br /&gt;
&lt;br /&gt;
I think this is a holdover from UFOExtender, because &#039;Grenade&#039; is not a TFTD object, and in TFTD I think all forms of grenades already have high damage resistance, and so are already &amp;quot;stackable&amp;quot;. [[User:Spike|Spike]] 09:14, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Weight Display in Inventory not Localised ===&lt;br /&gt;
&lt;br /&gt;
At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There is no entry in the text DAT files for &amp;quot;weight&amp;quot;. Seb had to add the text string for it into his subroutine. Thanks for pointing it out.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
=== Stunned MC&#039;d Aquanauts MIA on Abort ===&lt;br /&gt;
&lt;br /&gt;
This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. &lt;br /&gt;
:&#039;&#039;This is one of those exceptional cases where my End of Battle (Abort?) routine doesn&#039;t cover. If the aquanaut is MCed or unconscious the EOB routine will correct these states and end the battle but it doesn&#039;t check for both on the same unit, so an aquanaut who was MCed and then made unconscious, may fall through the hole that was originally in the game. [[User:Morgan525|Tycho]]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This may also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I haven&#039;t inserted the new EOB script into UFO Extender yet, so it still has the original problems.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Stunned Carried Aquanauts MIA on Abort ===&lt;br /&gt;
&lt;br /&gt;
While you are looking the EOB script, I noticed one more anomaly. I&#039;m not sure if this is an original bug or an Extender bug. If you are carrying a stunned Aquanaut in the transport at the time of Abort, the stunned Aquanaut is lost (MIA). You have to drop the stunned Aquanaut on the floor. Probably this is because the position of the Aquanaut has not been updated and is still pointing to where they were stunned, not to the location of the carrying Aquanaut. Probably this is an original bug. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You&#039;re correct. An carried objects&#039;s coordinates are not updated until it is dropped or thrown. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Negative Aqua Plastics ===&lt;br /&gt;
&lt;br /&gt;
My second base has -20 Aqua Plastics. Might be XComUtil&#039;s fault rather than TFTD Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;This has to be caused by something else.  Extender doesn&#039;t alter the code responsible for base stats except on the initial base when Missiles for Cannons mod is selected and that is only in the new game initialization routine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Extra Artefacts Reported ===&lt;br /&gt;
&lt;br /&gt;
I quite often recover 1 or 2 alien artefacts according to the Results screen, even though I am Aborting the mission and have definitely not brought anything back to the transport. I don&#039;t think I&#039;m actually bringing back any artefacts - I think the Results screen is reporting incorrectly for some reason. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I&#039;ve seen this too. You are correct that no artifacts are actually found and it&#039;s a minor problem with the EOB calculations.  Since it only gives players a minor boost (a few points at most) to their score, it&#039;s low on my to-do list at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing Projects Minimum Production ===&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Executable directive ===&lt;br /&gt;
&lt;br /&gt;
It looks to me that the Executable directive is being ignored and the loader always loads Terror from the Deep.exe. Is that correct? [[User:Spike|Spike]] 15:35, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;seems you are right. There isn&#039;t a problem in EU extender so I&#039;ll need to see what is different.  Thanks for the feedback! [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cannot build Leviathan ===&lt;br /&gt;
&lt;br /&gt;
Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:  Double check that you have sufficient cash to start the project, iirc $600K or so. That matches this symptom. Also that you have enough workshop space available (Leviathan needs a lot of space). Failing that, cancel all existing manufacturing projects, then retry.  Failing that you could try reducing Technicians below 100 but that&#039;s taking us into Bug territory. [[User:Spike|Spike]] 07:17, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Resources are 100% enough. I&#039;ve launched &amp;quot;Terror from the Deep.exe&amp;quot;, loaded this saved game and started manufacturing Lev without any problems. I&#039;ve saved this variant with Lev being manufactured and then loaded it from &amp;quot;TFTDextender.exe&amp;quot;. As a result the process was okey, but I could only decrease the number of technicans working on it, not increase (even after decreasing!). That is: with 64 technicans had been assigned, I&#039;ve pressed the &amp;quot;down&amp;quot; button, and the number changed to 63. But then I was unable to revert it to 64 by pressing &amp;quot;up&amp;quot; button: it didn&#039;t work! [[User:PavelB|PavelB]] 07:57, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
:I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine:  Most direct fire damage is 0-200%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;.  If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-100% for that lucky shot. With autopsy done, the game reverts back to the usual 0-200% on any hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. [[User:Spike|Spike]] 10:35, 15 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Displacer/Sonic damage fix  ==&lt;br /&gt;
&lt;br /&gt;
If I understand this fix correctly, the Displacer/Sonic weapon damage has been increased to 150 from the previous in-code value of 110, and vs the previous UFOPedia entry of 130? SWS Sonic weapon damage has been increased to 150 because this matches the craft-mounted Sonic Oscillator?&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think this is the right idea. Increasing damage to 150 gives Displacer/Sonic a higher damage level than Displacer/PWT. That removes some of the distinctiveness of Displacer/PWT, and more importantly it is inconsistent with the general principle in the game that PWT weapons (of a given class) do more damage than Sonic (which in turn do more than Gauss). That is true for infantry weapons, SWS weapons (unless you create this exception), and Craft weapons. &lt;br /&gt;
&lt;br /&gt;
Also, there is no reason why SWS weapon damage should be equated to Craft weapon damage. I&#039;m pretty sure that Battlescape damage values and Craft combat (Geoscape Interception) damage values are completely different, they are not meant to be compared to each other in any way. There is only one SWS weapon that has the same damage as its equivalent Craft weapon, and that is the Coelacanth/Gauss = Gauss Cannon. I think this is a coincidence, as the other equivalent weapons are all different  between the SWS version and the Craft version (this applies to Gas Cannon, PWT, Sonic, and also Aqua Jet vs torpedos).  &lt;br /&gt;
&lt;br /&gt;
Clearly there &#039;&#039;is&#039;&#039; an inconsistency between the code and the UFOPedia, and that should be fixed. It&#039;s hard to say if the &amp;quot;right&amp;quot; value is 110 or 130. Is the code wrong or is the UFOPedia wrong? It could be either way. But I would correct this inconsistency either to 110 or to 130, not increase it to 150. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 08:02, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or make it an option: Displacer Sonic Fix={0|110|130|150} [[User:Spike|Spike]] 09:50, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Feature Requests =&lt;br /&gt;
&lt;br /&gt;
== All Units Can &amp;quot;Fly&amp;quot; In Water ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s very illogical that most units are stuck on the seabed in underwater missions. Please provide the option to set all units (X-Com and alien) to have &amp;quot;flying&amp;quot; (i.e. swimming) ability when underwater. This is unlikely to cause an outbreak of 3D combat, since there is no cover except at seabed level, so anyone swimming excessively or incautiously is going to get shot. It might disadvantage the aliens if their tactical map waypoints are all set on the surface. But as some of them can &amp;quot;fly&amp;quot;, there is hopefully a mechanism to deal with that in the code already. For me it will just solve the frustration of being unable to swim over small obstacles or swim up a level, and being stuck or tactically limited for no sensible reason. Mag-Ion Armour remains useful as an important step in Sub Research and (if using the Everything Works on Land mod) for land use. [[User:Spike|Spike]] 11:36, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aliens Pick Up Weapons ==&lt;br /&gt;
&lt;br /&gt;
Related to Improved Alien AI. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots. The existing (but unused) routine looks pretty smart and not immediately exploitable to ambush aliens using weapons as traps. &lt;br /&gt;
&lt;br /&gt;
== General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=37514</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=37514"/>
		<updated>2012-10-02T10:55:58Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Minor Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
A place to provide feedback or ask questions&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
&lt;br /&gt;
=== Crash 0xFFE00B30 ===&lt;br /&gt;
&lt;br /&gt;
1.05p1&lt;br /&gt;
:&amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The error occurred at the first attempt to start the Battlescape. No previous missions had been run. This was the very beginning of the first mission. The Battlescape never appeared. It could be related to patches made by XcomUtil, so maybe don&#039;t worry about it unless others can reproduce it. [[User:Spike|Spike]] 21:02, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: I tried this suggested technique and it seems to work. In fact, I think I now understand the bug. It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I&#039;ve reported before]] (before TFTD Extender even existed), so it&#039;s not specific to TFTDExtender / UFOExtender. Which must be good news for you. :)  It might be related to XcomUtil (corrupting game files?). What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== OBDATA / Dye Grenade mod not working? ===&lt;br /&gt;
&lt;br /&gt;
I can&#039;t seem to get this to work. Regardless of what I do, the Dye Grenade radius is the same as in the unpatched game. It starts on one square, slowly spreads out to about a 4 by 4 diamond, then contracts and fades out. Am I doing something wrong? Is it using the right OBDATA.DAT file? [[User:Spike|Spike]] 09:41, 7 September 2012 (EDT)&lt;br /&gt;
: I&#039;m not sure this feature is working for me at all. I tried changing the stats of a Dart Gun like this, also with no apparent effect. &lt;br /&gt;
&lt;br /&gt;
 [OBDATA.DAT]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 ;Dye grenade will have similar initial effect as smoke grenade in EU.&lt;br /&gt;
 Dye Grenade Damage=60&lt;br /&gt;
 Dart Gun Damage=255&lt;br /&gt;
 Dart Gun Size=100&lt;br /&gt;
 Dart Gun Auto TUs=50&lt;br /&gt;
 Dart Gun Auto accuracy=20&lt;br /&gt;
 Dart Gun Snap accuracy=50&lt;br /&gt;
 Dart Gun Aimed accuracy=100&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:39, 8 September 2012 (EDT)&lt;br /&gt;
I&#039;ve checked that OBDATA modding works ok in UFOExtender. I can&#039;t get it to work in TFDExtender though. I have tried modding one-word items like Magna-pack. I have tried using the [[Talk:OBDATA.DAT (TFTD)|exact literal names from OBDATA.DAT (TFTD)]]. I have tried using the literal names from UFO. All no good. The record structure looks to be the same in TFTD as in UFO. I am a bit stumped. [[User:Spike|Spike]] 22:32, 8 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;OK. I&#039;ll look into it. My work has restarted so I am a little busy right now. Once I get readjusted to the work schedule, I&#039;ll be able to investigate more.&#039;&#039;[[User:Morgan525|Tycho]] 04:23, 9 September 2012 (EDT) &lt;br /&gt;
I completely understand. Thank you so much for this amazing contribution. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
: update - &#039;&#039;I think I located the problem, the LoadFile command had been referencing the wrong LoadFile subroutine.&#039;&#039;&lt;br /&gt;
Excellent. I will be happy test as soon as you have time to upload an update. [[User:Spike|Spike]] 09:45, 20 September 2012 (EDT)&lt;br /&gt;
: &#039;&#039;check this with the latest patch. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Minor Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Weightless Ammo Bug ===&lt;br /&gt;
&lt;br /&gt;
Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From what I understand right now, I am pretty sure I can arrange it so that weapons are not automatically loaded and soldiers would be given an extra clip. Feedback?&#039;&#039;&lt;br /&gt;
: By an extra clip, you mean the clip/ammo that would have been loaded into the weapon is instead carried by the soldier? And for carried clips, the encumbrance effects are correct. For me anyway, in order of most benefit, the options would be&lt;br /&gt;
:# Fix the root cause of the bug (ensure all relevant object locations and &amp;quot;contains/contained in&amp;quot; pointers are set during automatic clip loading) so that automatically loaded clips correctly affect encumbrance &lt;br /&gt;
:# As a workaround, don&#039;t load ammo for multi-ammotype weapons (Heavy Cannon/Gas Cannon, Auto-Cannon/Hydrojet Cannon, Rocket Launcher / Torpedo Launcher). These are the weapons for which the bug has the greatest impact, since it imposes a &#039;cost&#039; of switching away from the automatically-loaded ammo (usually AP or Small Rocket/Torp). With single-ammotype weapons, there&#039;s never any need to change the clips before combat. &lt;br /&gt;
:# As a workaround, don&#039;t load ammo for any weapons. This avoids the &#039;switching cost&#039; issue but does impose a fairly significant logistics overhead on each combat, to go through and manually load all clips. Plus the risk that you forget to load a weapon and only find out at a critical moment. :) This is for the &amp;quot;purist&amp;quot; who wants to make the game harder.&lt;br /&gt;
:If it&#039;s tricky to fix the root cause, any of the other two options would be helpful. Suggested text:&lt;br /&gt;
:* [Multi Ammo Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. Weapons using multiple ammo types (Heavy Cannon, Auto-Cannon, Rocket Launcher / Gas Cannon, Hydrojet Cannon, Torpedo Launcher) will not be pre-loaded before combat. You will need to load these weapons manually during the pre-combat Equip phase. This will significantly affect the heavy weapons ammunition load your squad can carry into combat without suffering encumbrance penalties, thus making the early game harder.&lt;br /&gt;
:* [All Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. This option overrides the previous option. No weapons will be pre-loaded before combat. You will need to load all ammo manually during the pre-combat Equip phase. This will significantly affect the ammunition load your squad can carry into combat without suffering encumbrance penalties, making the early game harder.&lt;br /&gt;
:[[User:Spike|Spike]] 05:10, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Grenade Resistance in INI file ===&lt;br /&gt;
&lt;br /&gt;
I think this is a holdover from UFOExtender, because &#039;Grenade&#039; is not a TFTD object, and in TFTD I think all forms of grenades already have high damage resistance, and so are already &amp;quot;stackable&amp;quot;. [[User:Spike|Spike]] 09:14, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Weight Display in Inventory not Localised ===&lt;br /&gt;
&lt;br /&gt;
At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There is no entry in the text DAT files for &amp;quot;weight&amp;quot;. Seb had to add the text string for it into his subroutine. Thanks for pointing it out.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
=== Stunned MC&#039;d Aquanauts MIA on Abort ===&lt;br /&gt;
&lt;br /&gt;
This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. &lt;br /&gt;
:&#039;&#039;This is one of those exceptional cases where my End of Battle (Abort?) routine doesn&#039;t cover. If the aquanaut is MCed or unconscious the EOB routine will correct these states and end the battle but it doesn&#039;t check for both on the same unit, so an aquanaut who was MCed and then made unconscious, may fall through the hole that was originally in the game. [[User:Morgan525|Tycho]]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This may also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I haven&#039;t inserted the new EOB script into UFO Extender yet, so it still has the original problems.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Stunned Carried Aquanauts MIA on Abort ===&lt;br /&gt;
&lt;br /&gt;
While you are looking the EOB script, I noticed one more anomaly. I&#039;m not sure if this is an original bug or an Extender bug. If you are carrying a stunned Aquanaut in the transport at the time of Abort, the stunned Aquanaut is lost (MIA). You have to drop the stunned Aquanaut on the floor. Probably this is because the position of the Aquanaut has not been updated and is still pointing to where they were stunned, not to the location of the carrying Aquanaut. Probably this is an original bug. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You&#039;re correct. An carried objects&#039;s coordinates are not updated until it is dropped or thrown. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Negative Aqua Plastics ===&lt;br /&gt;
&lt;br /&gt;
My second base has -20 Aqua Plastics. Might be XComUtil&#039;s fault rather than TFTD Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;This has to be caused by something else.  Extender doesn&#039;t alter the code responsible for base stats except on the initial base when Missiles for Cannons mod is selected and that is only in the new game initialization routine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Extra Artefacts Reported ===&lt;br /&gt;
&lt;br /&gt;
I quite often recover 1 or 2 alien artefacts according to the Results screen, even though I am Aborting the mission and have definitely not brought anything back to the transport. I don&#039;t think I&#039;m actually bringing back any artefacts - I think the Results screen is reporting incorrectly for some reason. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I&#039;ve seen this too. You are correct that no artifacts are actually found and it&#039;s a minor problem with the EOB calculations.  Since it only gives players a minor boost (a few points at most) to their score, it&#039;s low on my to-do list at the moment.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing Projects Minimum Production ===&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Executable directive ===&lt;br /&gt;
&lt;br /&gt;
It looks to me that the Executable directive is being ignored and the loader always loads Terror from the Deep.exe. Is that correct? [[User:Spike|Spike]] 15:35, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;seems you are right. There isn&#039;t a problem in EU extender so I&#039;ll need to see what is different.  Thanks for the feedback! [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cannot build Leviathan ===&lt;br /&gt;
&lt;br /&gt;
Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
:I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine:  Most direct fire damage is 0-200%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;.  If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-100% for that lucky shot. With autopsy done, the game reverts back to the usual 0-200% on any hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. [[User:Spike|Spike]] 10:35, 15 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Displacer/Sonic damage fix  ==&lt;br /&gt;
&lt;br /&gt;
If I understand this fix correctly, the Displacer/Sonic weapon damage has been increased to 150 from the previous in-code value of 110, and vs the previous UFOPedia entry of 130? SWS Sonic weapon damage has been increased to 150 because this matches the craft-mounted Sonic Oscillator?&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think this is the right idea. Increasing damage to 150 gives Displacer/Sonic a higher damage level than Displacer/PWT. That removes some of the distinctiveness of Displacer/PWT, and more importantly it is inconsistent with the general principle in the game that PWT weapons (of a given class) do more damage than Sonic (which in turn do more than Gauss). That is true for infantry weapons, SWS weapons (unless you create this exception), and Craft weapons. &lt;br /&gt;
&lt;br /&gt;
Also, there is no reason why SWS weapon damage should be equated to Craft weapon damage. I&#039;m pretty sure that Battlescape damage values and Craft combat (Geoscape Interception) damage values are completely different, they are not meant to be compared to each other in any way. There is only one SWS weapon that has the same damage as its equivalent Craft weapon, and that is the Coelacanth/Gauss = Gauss Cannon. I think this is a coincidence, as the other equivalent weapons are all different  between the SWS version and the Craft version (this applies to Gas Cannon, PWT, Sonic, and also Aqua Jet vs torpedos).  &lt;br /&gt;
&lt;br /&gt;
Clearly there &#039;&#039;is&#039;&#039; an inconsistency between the code and the UFOPedia, and that should be fixed. It&#039;s hard to say if the &amp;quot;right&amp;quot; value is 110 or 130. Is the code wrong or is the UFOPedia wrong? It could be either way. But I would correct this inconsistency either to 110 or to 130, not increase it to 150. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 08:02, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or make it an option: Displacer Sonic Fix={0|110|130|150} [[User:Spike|Spike]] 09:50, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Feature Requests =&lt;br /&gt;
&lt;br /&gt;
== All Units Can &amp;quot;Fly&amp;quot; In Water ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s very illogical that most units are stuck on the seabed in underwater missions. Please provide the option to set all units (X-Com and alien) to have &amp;quot;flying&amp;quot; (i.e. swimming) ability when underwater. This is unlikely to cause an outbreak of 3D combat, since there is no cover except at seabed level, so anyone swimming excessively or incautiously is going to get shot. It might disadvantage the aliens if their tactical map waypoints are all set on the surface. But as some of them can &amp;quot;fly&amp;quot;, there is hopefully a mechanism to deal with that in the code already. For me it will just solve the frustration of being unable to swim over small obstacles or swim up a level, and being stuck or tactically limited for no sensible reason. Mag-Ion Armour remains useful as an important step in Sub Research and (if using the Everything Works on Land mod) for land use. [[User:Spike|Spike]] 11:36, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aliens Pick Up Weapons ==&lt;br /&gt;
&lt;br /&gt;
Related to Improved Alien AI. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots. The existing (but unused) routine looks pretty smart and not immediately exploitable to ambush aliens using weapons as traps. &lt;br /&gt;
&lt;br /&gt;
== General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37356</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37356"/>
		<updated>2012-09-28T14:17:17Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weight issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I just released a patch for 1.28.  Hopefully this will fix the problems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:Works fine, great thanks Tycho!  [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is  black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that&#039;s what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s fine, I tried it couple of more times ,and every time it worked, I haven&#039;t changed any settings. --[[User:OpT1mUs|OpT1mUs]] 07:30, 26 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hellblade, try the new patch and see if it helps your issue as well. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Problem with MP3 playback ==&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 player had the same problem and he tracked it down to a incompatible CODEC that he installed.  Right now that&#039;s the only reasonable idea that I have.  I haven&#039;t changed anything in the section for MP3 playback.  I wonder if it&#039;s related to upgrading the OS to Windows 7 vs a system originally installed with it... [[User:Morgan525|Tycho]]&#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 infinite 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;
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I just posted what I hope is the final patch for 1.28 on the StrategyCore forum. [[User:Morgan525|Tycho]] 08:23, 27 September 2012 (EDT)&#039;&#039; http://www.strategycore.co.uk/forums/topic/10013-ufo-extender-128/#entry117892&lt;br /&gt;
::Thank you, everything seems to be fine. [[User:PavelB|PavelB]] 10:45, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37355</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37355"/>
		<updated>2012-09-28T14:17:00Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weight issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I just released a patch for 1.28.  Hopefully this will fix the problems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:Works fine, great thanks Tycho!  [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is  black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that&#039;s what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s fine, I tried it couple of more times ,and every time it worked, I haven&#039;t changed any settings. --[[User:OpT1mUs|OpT1mUs]] 07:30, 26 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hellblade, try the new patch and see if it helps your issue as well. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Problem with MP3 playback ==&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 player had the same problem and he tracked it down to a incompatible CODEC that he installed.  Right now that&#039;s the only reasonable idea that I have.  I haven&#039;t changed anything in the section for MP3 playback.  I wonder if it&#039;s related to upgrading the OS to Windows 7 vs a system originally installed with it... [[User:Morgan525|Tycho]]&#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 infinite 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. &lt;br /&gt;
[[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I just posted what I hope is the final patch for 1.28 on the StrategyCore forum. [[User:Morgan525|Tycho]] 08:23, 27 September 2012 (EDT)&#039;&#039; http://www.strategycore.co.uk/forums/topic/10013-ufo-extender-128/#entry117892&lt;br /&gt;
::Thank you, everything seems to be fine. [[User:PavelB|PavelB]] 10:45, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37277</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37277"/>
		<updated>2012-09-27T14:45:26Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weight issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I just released a patch for 1.28.  Hopefully this will fix the problems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:Works fine, great thanks Tycho!  [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is  black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that&#039;s what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s fine, I tried it couple of more times ,and every time it worked, I haven&#039;t changed any settings. --[[User:OpT1mUs|OpT1mUs]] 07:30, 26 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hellblade, try the new patch and see if it helps your issue as well. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Problem with MP3 playback ==&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 player had the same problem and he tracked it down to a incompatible CODEC that he installed.  Right now that&#039;s the only reasonable idea that I have.  I haven&#039;t changed anything in the section for MP3 playback.  I wonder if it&#039;s related to upgrading the OS to Windows 7 vs a system originally installed with it... [[User:Morgan525|Tycho]]&#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;
:&#039;&#039;It would not surprise me. Someone told me that Seb never actually fixed the weight issue for automatically loaded clips. I suspect this is a side-effect of the save equipment mod.[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Ok, understand. As I see, &amp;quot;Save equipment&amp;quot; doesn&#039;t work properly: every mission I reequip the same soldiers... [[User:PavelB|PavelB]] 06:30, 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;
&lt;br /&gt;
:&#039;&#039;I just posted what I hope is the final patch for 1.28 on the StrategyCore forum. [[User:Morgan525|Tycho]] 08:23, 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
http://www.strategycore.co.uk/forums/topic/10013-ufo-extender-128/#entry117892&lt;br /&gt;
::Thank you, everything seems to be fine. [[User:PavelB|PavelB]] 10:45, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37261</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37261"/>
		<updated>2012-09-27T10:30:34Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weight issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I just released a patch for 1.28.  Hopefully this will fix the problems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:Works fine, great thanks Tycho!  [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is  black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that&#039;s what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s fine, I tried it couple of more times ,and every time it worked, I haven&#039;t changed any settings. --[[User:OpT1mUs|OpT1mUs]] 07:30, 26 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hellblade, try the new patch and see if it helps your issue as well. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Problem with MP3 playback ==&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 player had the same problem and he tracked it down to a incompatible CODEC that he installed.  Right now that&#039;s the only reasonable idea that I have.  I haven&#039;t changed anything in the section for MP3 playback.  I wonder if it&#039;s related to upgrading the OS to Windows 7 vs a system originally installed with it... [[User:Morgan525|Tycho]]&#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;
:&#039;&#039;It would not surprise me. Someone told me that Seb never actually fixed the weight issue for automatically loaded clips. I suspect this is a side-effect of the save equipment mod.[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Ok, understand. As I see, &amp;quot;Save equipment&amp;quot; doesn&#039;t work properly: every mission I reequip the same soldiers... [[User:PavelB|PavelB]] 06:30, 27 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37255</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37255"/>
		<updated>2012-09-27T09:17:42Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weight issues */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I just released a patch for 1.28.  Hopefully this will fix the problems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:Works fine, great thanks Tycho!  [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is  black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that&#039;s what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s fine, I tried it couple of more times ,and every time it worked, I haven&#039;t changed any settings. --[[User:OpT1mUs|OpT1mUs]] 07:30, 26 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hellblade, try the new patch and see if it helps your issue as well. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Problem with MP3 playback ==&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 player had the same problem and he tracked it down to a incompatible CODEC that he installed.  Right now that&#039;s the only reasonable idea that I have.  I haven&#039;t changed anything in the section for MP3 playback.  I wonder if it&#039;s related to upgrading the OS to Windows 7 vs a system originally installed with it... [[User:Morgan525|Tycho]]&#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;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37187</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37187"/>
		<updated>2012-09-26T12:10:47Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Tycho]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28 [[User:Morgan525|Tycho]] 05:01, 23 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I just released a patch for 1.28.  Hopefully this will fix the problems&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:Works fine, great thanks Tycho!  [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
Weapons are visible now, but there is a couple of new problems, first, the geoscape clock is now working properly (aka slowly) but sometimes lags when suddenly changing its speed (like going to 5 sec speed from 1 day speed). Also when when any tactical mission starts whole screen is  black, you can only see the weapon effects, but after one turn it goes back to normal (or at least that&#039;s what happened in my test game, one of the squadies got shot dead and then graphics came back on) --[[User:OpT1mUs|OpT1mUs]] 07:01, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Does this happen with both settings of the clip cursor? Are you running D3D or D3D&amp;amp;HQ4X, windowed or full screen?  If you disabled all mods but video, what happens? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, the geoscope time thing has nothing to with extender, I forgot I installed a hacked exe for that. Also the mission I got when screen was black was in desert during the night, is it possible that there is just 0 light in the aircraft and that&#039;s why everything was black untill I got out? All in all weapons are visible now with clip cursor, so thank you ! :) (I m playing on D3D&amp;amp;HQ4X, windowed btw). --[[User:OpT1mUs|OpT1mUs]] 07:18, 26 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;If that was the case, having your unit rotate in place would fix any lighting issues.  One other question: Does this happen if you have a saved game of the battle and load it, does it happen when you go to a battle from geoscape, or does either of these scenarios matter? Also, could you try running w/o HQ4X to see if it makes a difference or not?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I think it&#039;s fine, I tried it couple of more times ,and every time it worked, I haven&#039;t changed any settings. --[[User:OpT1mUs|OpT1mUs]] 07:30, 26 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hellblade, try the new patch and see if it helps your issue as well. [[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37140</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37140"/>
		<updated>2012-09-26T09:16:12Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thank you Cornels!  I recently realized this issue and will have a fix soon. &#039;&#039;[[User:Morgan525|Tycho]] 06:48, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Tycho]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Cornels, what mods are you enabling for interception, if any?&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
You were right. It was because of &amp;quot;UFO Responds to Interception&amp;quot;. Everything works fine now. [[User:Cornels|Cornels]] 01:49, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks, I&#039;ll look into it.  I already have a guess as to the problem.  Luckily it&#039;s just a graphical glitch.&#039;&#039;[[User:Morgan525|Tycho]] 02:47, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28&#039;&#039;[[User:Morgan525|Tycho]] 05:01, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Tycho]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;A couple of questions: What OS are you running?  Are you playing the &amp;quot;UFO Defense.exe&amp;quot; stand-alone or do you go through a modified version of the steam loader? What video options do you use?&#039;&#039;&lt;br /&gt;
::::I&#039;m running WinXP SP3, launching the game through &amp;quot;UFOLOADER.EXE&amp;quot;. You are right, disabling ClipCursor resolved the issue. [[User:PavelB|PavelB]] 05:16, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am having the same problem (Windows 7 32bit, using steam version, but not launching it through steam). I noticed that the problem is coming from &amp;quot;clip cursor&amp;quot; option, if it&#039;s set to 0 the weapons will show, but if it&#039;s anything else, they won&#039;t. Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 00:47, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The problem seems to be with the main subroutine for tactical in EU, Windows 7, and the location I inserted the code for the Improved Clip Cursor. The method seems to work fine in TFTD but not EU.  I&#039;ll have to see about finding a new place to initialize the ClipCursor Function in EU. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== D3D Problem ==&lt;br /&gt;
Using the latest V1.28 extender.  There was a problem with the D3D options.  In windowed D3D it worked fine, in HQ4X it worked fine.  But when I use D3D full screen, the screen goes black.  I can still here the music and if I try to move my mouse and keep clicking I can still hit the New Game button.  But obviously I can&#039;t continue playing the game groping in the dark.  I have one of those widescreen 1920x1080 resolution.  Is this the problem?  Running WinXP and X-Com Gold edition.[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;In full screen D3D, do you still have the ClipCursor mod running?[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nothing else running.  In fact I turned off every other feature in extender ... just to be sure.  And then I tried running it in various combinations of (win compatibility, 256 color, disable desktop composition etc. etc.).  My monitor is some really low priced brandless monitor so I wonder if that&#039;s an issue.  Does extender try to detect my monitor resolution or does it detect desktop resolution?[[user:Hellblade|Hellblade]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;What version of Extender did you start using and did version 1.27 work fine for you?  Extender relies on your systems video adapter to handle the video on the monitor. (PS please sign your post: see the top of the page for instructions) [[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37003</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37003"/>
		<updated>2012-09-25T09:09:04Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thank you Cornels!  I recently realized this issue and will have a fix soon. &#039;&#039;[[User:Morgan525|Morgan525]] 06:48, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Morgan525]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Cornels, what mods are you enabling for interception, if any?&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
You were right. It was because of &amp;quot;UFO Responds to Interception&amp;quot;. Everything works fine now. [[User:Cornels|Cornels]] 01:49, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks, I&#039;ll look into it.  I already have a guess as to the problem.  Luckily it&#039;s just a graphical glitch.&#039;&#039;[[User:Morgan525|Morgan525]] 02:47, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28&#039;&#039;[[User:Morgan525|Morgan525]] 05:01, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Morgan525]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Morgan525]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
::If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed. There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37002</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37002"/>
		<updated>2012-09-25T09:08:50Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thank you Cornels!  I recently realized this issue and will have a fix soon. &#039;&#039;[[User:Morgan525|Morgan525]] 06:48, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Morgan525]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Cornels, what mods are you enabling for interception, if any?&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
You were right. It was because of &amp;quot;UFO Responds to Interception&amp;quot;. Everything works fine now. [[User:Cornels|Cornels]] 01:49, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks, I&#039;ll look into it.  I already have a guess as to the problem.  Luckily it&#039;s just a graphical glitch.&#039;&#039;[[User:Morgan525|Morgan525]] 02:47, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28&#039;&#039;[[User:Morgan525|Morgan525]] 05:01, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Morgan525]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Morgan525]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
:If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed.&lt;br /&gt;
There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37001</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=37001"/>
		<updated>2012-09-25T09:08:33Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thank you Cornels!  I recently realized this issue and will have a fix soon. &#039;&#039;[[User:Morgan525|Morgan525]] 06:48, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Morgan525]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Cornels, what mods are you enabling for interception, if any?&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
You were right. It was because of &amp;quot;UFO Responds to Interception&amp;quot;. Everything works fine now. [[User:Cornels|Cornels]] 01:49, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks, I&#039;ll look into it.  I already have a guess as to the problem.  Luckily it&#039;s just a graphical glitch.&#039;&#039;[[User:Morgan525|Morgan525]] 02:47, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28&#039;&#039;[[User:Morgan525|Morgan525]] 05:01, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Morgan525]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;hmm. Are you using the Autoequip mod?  I&#039;ve seen this happen when autoequip was active on the second stage of a multiple-stage mission.  It is just a graphical glitch, if you go to inventory and click on the items in each hand, the problem resolves itself.  I&#039;ll look into this more..  Thanks for the feedback!&#039;&#039; [[User:Morgan525|Morgan525]] 19:59, 24 September 2012 (EDT)&lt;br /&gt;
If you are talking about &amp;quot;Save Equipment&amp;quot; setting, i&#039;ve tried to enable and disable it, but the glitch remained. No other mods are installed. I&#039;ve also tried clicking the items on the inventory screen as you said, but nothing changed.&lt;br /&gt;
There is also such a nuance: when I right-click somewhere in order to make soldier look in that direction, the items in his hand slots are flickering while he turns, baut then dissapear again. [[User:PavelB|PavelB]] 05:08, 25 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=36915</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=36915"/>
		<updated>2012-09-24T13:41:07Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thank you Cornels!  I recently realized this issue and will have a fix soon. &#039;&#039;[[User:Morgan525|Morgan525]] 06:48, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Morgan525]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Cornels, what mods are you enabling for interception, if any?&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
You were right. It was because of &amp;quot;UFO Responds to Interception&amp;quot;. Everything works fine now. [[User:Cornels|Cornels]] 01:49, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks, I&#039;ll look into it.  I already have a guess as to the problem.  Luckily it&#039;s just a graphical glitch.&#039;&#039;[[User:Morgan525|Morgan525]] 02:47, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28&#039;&#039;[[User:Morgan525|Morgan525]] 05:01, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Morgan525]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=36914</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=36914"/>
		<updated>2012-09-24T13:39:50Z</updated>

		<summary type="html">&lt;p&gt;PavelB: /* Weapons disappear in tactical mode with UFOLoader v1.28 */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
== D3D Window Position ==&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
First of all, thank you for continuing working on UFOextender. I actually only found out now that someone picked up the old extender and was improving it.&lt;br /&gt;
&lt;br /&gt;
I usually play in windowed mode with manually set D3D Window Position arguments. 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. Seb76 version did not do that. It&#039;s not a big problem but maybe if you could put a conditon, if D3D Window Position has values assigned, then read them, if not, then write the new values.&lt;br /&gt;
Thank you. [[User:Cornels|Cornels]] 06:45, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thank you Cornels!  I recently realized this issue and will have a fix soon. &#039;&#039;[[User:Morgan525|Morgan525]] 06:48, 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Just uploaded version 1.27!  [[User:Morgan525|Morgan525]] 01:11, 6 August 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry for being such a pain in the *** but I have another small problem. I&#039;m using Windows 7 64bit, so in the UFOExtender.ini I use D3D and D3D Windowed. Everything runs fine, except in the interception window the UFO blip is &amp;quot;corrupted&amp;quot; (see http://imgur.com/ZX2Vr). So I enabled Video Pitch and disabled D3D and D3D Windowed to see if that works, but the problem remains. I rechecked my old installation with v1.22 of UFOextender and the blip was displaying correctly. I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there.&lt;br /&gt;
You&#039;re doing a great job. Thank you very much. [[User:Cornels|Cornels]] 13:30, 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Cornels, what mods are you enabling for interception, if any?&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
You were right. It was because of &amp;quot;UFO Responds to Interception&amp;quot;. Everything works fine now. [[User:Cornels|Cornels]] 01:49, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks, I&#039;ll look into it.  I already have a guess as to the problem.  Luckily it&#039;s just a graphical glitch.&#039;&#039;[[User:Morgan525|Morgan525]] 02:47, 10 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Should be fixed with version 1.28&#039;&#039;[[User:Morgan525|Morgan525]] 05:01, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed on page 7 of the strategy core TFTDextender thread, you figured out the settings to use to make it so that the cursor clip didn&#039;t go out of the window on Win7. Is there any chance you could port that code to the UFO defence extender too?&lt;br /&gt;
--[[User:Spoit|Spoit]] 05:48, 12 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Done. Version 1.28 released.&#039;&#039;&lt;br /&gt;
Thanks! :D [[User:Spoit|Spoit]] 04:47, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Morgan525]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A few questions ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan / Tycho&lt;br /&gt;
&lt;br /&gt;
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clicking on the title heading for TFTD Extender will take you to its page in the wiki&#039;&#039; [[User:Morgan525|Morgan525]]&lt;br /&gt;
&lt;br /&gt;
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)&lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Morgan525]]&lt;br /&gt;
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now a couple of suggestions for UFO Extender / TFTD Extender:&lt;br /&gt;
&lt;br /&gt;
Aliens picking up weapons. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. &lt;br /&gt;
This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots.  &lt;br /&gt;
&lt;br /&gt;
General Tank Modding&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons disappear in tactical mode with UFOLoader v1.28 ==&lt;br /&gt;
&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
&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]]&lt;/div&gt;</summary>
		<author><name>PavelB</name></author>
	</entry>
</feed>