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		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28209</id>
		<title>User talk:Seb76</title>
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		<updated>2010-05-28T20:36:21Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Some problem with edit research tree */&lt;/p&gt;
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&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
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(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
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What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
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: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
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::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
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::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
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:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
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(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
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Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
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Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
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: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
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Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
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 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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Hi, is it in any way possilbe to run the Extender in Win98? I just set up an old machine with it and wanted to give it a try but as you said above, it won&#039;t work with Win9x. But is there a way to manually mod the game? I am asking becaus on my WinXP Machine the game often crahes in battlescape and that really sucks =(--[[User:Skaw847|Skaw847]] 19:28, 21 May 2010 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
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Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
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:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
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:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
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:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:::I second that, it would be great if this could be fixed. [[User:Rovlad|Rovlad]] 17:45, 13 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
I so sorry for reminder and bother you, but don&#039;t you know it? ((&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
You have found later formules about activation retaliation mission (if we shotdown alien craft)&lt;br /&gt;
Where exactly in assembler is subprogram that determines it? What address/offset of it?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
::You&#039;re more than welcome. Fantastic job on the extender, keep up the good work. [[User:Rovlad|Rovlad]] 19:04, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you greatly for your detailed answer ...&lt;br /&gt;
I want a few more precise ...&lt;br /&gt;
I right understand? I guessed That line 1 - is used for January mission Research? Line 2 - Jan Harvest? Line 3- Jan-Abduction Line 6- January Terror?&lt;br /&gt;
What define Line 7?&lt;br /&gt;
Line 8 - is February Research? &lt;br /&gt;
&lt;br /&gt;
According to - Line 13 -Feb terror? Line 20 - March terror? Line 27 -April Terror? Line 34- May terror? that sequence and guesses is right?&lt;br /&gt;
&lt;br /&gt;
And question 2) does affect score to choose the value among values in line? How differ choose values in line at the level superhuman and level beginner ?&lt;br /&gt;
If you know, naturally, I would be greatly thanks to you for this wonderful magic help.&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is starting offset (ce version) of this hardcoded sequence? and what is latest offset of it? what is length of one sequence? If possible -what is structure of it briefly? (how much bytes to tech requirements, how much bytes to items requrements)&lt;br /&gt;
&lt;br /&gt;
Thank you for this help &#039;&#039;&#039;VERY VERY GREAT&#039;&#039;&#039;&lt;br /&gt;
:As I said, there are no *sequences* but just a cascade of hardcoded ifs:&lt;br /&gt;
:[[Image:Research.png]]&lt;br /&gt;
:If you want to take a look, the function begins at address 0x446A0. [[User:Seb76|Seb76]] 07:28, 24 May 2010 (EDT)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Seb76, you are GREAT GENIUS!!!! GREATLY RESPECT FOR YOU!!! THANKS FOR YOU VERY VERY MUCH!!!&#039;&#039;&#039;&lt;br /&gt;
I have found research tree in TFTD too with your help. Now I can do some changes in it.&lt;br /&gt;
Maybe do you know, how can I find subprogram that run 1-st day of any month in assembler code of game?&lt;br /&gt;
This subprogram determines new mission&#039;s month and terror ship route (in TFTD)&lt;br /&gt;
There is not in EU terror ship route, I know. But If you know and tell me - what is subprogram in EU that runs 1-st day of any month, I would be able to edit probability of terror ship route in TFTD.&lt;br /&gt;
Greatly thanks in advance to you dear Seb76!&lt;br /&gt;
:In EU, monthly actions start here:&lt;br /&gt;
  .text:0043B9B0                               GeoPerformMonthlyActions proc near      ; CODE XREF: GeoIncrementDayAndDoMonthlyActions:loc_4420C1�j&lt;br /&gt;
:HTH, [[User:Seb76|Seb76]] 16:31, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;br /&gt;
::Yes, both D3D and D3D Windowed are enabled. This is even more surprising, because it shows the same results on two different computers (Dual Core one and simple P4Celeron) with different video cards (NVidia and ATI). Both have vsync explicitly enabled. LCD@60Hz both. Also I&#039;ve tried to use different combinations of Video Pitch, D3D, D3DWin and HQ4x settings - no luck. [[User:AVE|AVE]] 04:20, 6 May 2010 (EDT)&lt;br /&gt;
:Personally I&#039;ve never been able to reproduce this &amp;quot;CE game running too fast&amp;quot; thing people keep harping on about. Perhaps I just have a different perception as to what &amp;quot;too fast&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
:Anyways, I know [http://www.strategycore.co.uk/files/index.php?dlid=474 Mok&#039;s patched executable] includes a timer hack for the Geoscape, but I found that makes it run far too slow for my taste. Not sure off the top of my head whether it works with Seb&#039;s loader, either - you&#039;d probably need to at the very least need to rename Mok&#039;s executable to replace the original in order to try it that way. - [[User:Bomb Bloke|Bomb Bloke]] 05:14, 6 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some problem with edit research tree ==&lt;br /&gt;
&lt;br /&gt;
I want to add new 20-30 commands to research tree. I wrote this subprogram. How can I add it to game?&lt;br /&gt;
I tried to write &amp;quot;call sub&amp;quot; instead useless 5 bytes in subrogram research tree. I checked in IDA after it, all other commands is preserved. &lt;br /&gt;
And I placed my new subprogram after latest byte of executable file. But game is crashed.&lt;br /&gt;
I tried to place my new subprogram after all subprograms and before first byte of idata, but game is crashed too.&lt;br /&gt;
All indexes in subprogram was exactly. &lt;br /&gt;
in second case  IDA displayed &amp;quot;sp-analysis failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Where and how can I placed my new subprogram that will be addition to current subpogram research tree?&lt;br /&gt;
:To add new code, you need to modify the PE header of the exe file accordingly. I&#039;m not quite knowledgeable regarding the procedure (that&#039;s one of the reasons why I made a loader instead of patching the file directly) so you&#039;re gonna have to find help somewhere else on this one. [[User:Seb76|Seb76]] 16:36, 28 May 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28208</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28208"/>
		<updated>2010-05-28T20:31:03Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Research tree in executable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hi, is it in any way possilbe to run the Extender in Win98? I just set up an old machine with it and wanted to give it a try but as you said above, it won&#039;t work with Win9x. But is there a way to manually mod the game? I am asking becaus on my WinXP Machine the game often crahes in battlescape and that really sucks =(--[[User:Skaw847|Skaw847]] 19:28, 21 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:::I second that, it would be great if this could be fixed. [[User:Rovlad|Rovlad]] 17:45, 13 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
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Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
I so sorry for reminder and bother you, but don&#039;t you know it? ((&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
You have found later formules about activation retaliation mission (if we shotdown alien craft)&lt;br /&gt;
Where exactly in assembler is subprogram that determines it? What address/offset of it?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
::You&#039;re more than welcome. Fantastic job on the extender, keep up the good work. [[User:Rovlad|Rovlad]] 19:04, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you greatly for your detailed answer ...&lt;br /&gt;
I want a few more precise ...&lt;br /&gt;
I right understand? I guessed That line 1 - is used for January mission Research? Line 2 - Jan Harvest? Line 3- Jan-Abduction Line 6- January Terror?&lt;br /&gt;
What define Line 7?&lt;br /&gt;
Line 8 - is February Research? &lt;br /&gt;
&lt;br /&gt;
According to - Line 13 -Feb terror? Line 20 - March terror? Line 27 -April Terror? Line 34- May terror? that sequence and guesses is right?&lt;br /&gt;
&lt;br /&gt;
And question 2) does affect score to choose the value among values in line? How differ choose values in line at the level superhuman and level beginner ?&lt;br /&gt;
If you know, naturally, I would be greatly thanks to you for this wonderful magic help.&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is starting offset (ce version) of this hardcoded sequence? and what is latest offset of it? what is length of one sequence? If possible -what is structure of it briefly? (how much bytes to tech requirements, how much bytes to items requrements)&lt;br /&gt;
&lt;br /&gt;
Thank you for this help &#039;&#039;&#039;VERY VERY GREAT&#039;&#039;&#039;&lt;br /&gt;
:As I said, there are no *sequences* but just a cascade of hardcoded ifs:&lt;br /&gt;
:[[Image:Research.png]]&lt;br /&gt;
:If you want to take a look, the function begins at address 0x446A0. [[User:Seb76|Seb76]] 07:28, 24 May 2010 (EDT)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Seb76, you are GREAT GENIUS!!!! GREATLY RESPECT FOR YOU!!! THANKS FOR YOU VERY VERY MUCH!!!&#039;&#039;&#039;&lt;br /&gt;
I have found research tree in TFTD too with your help. Now I can do some changes in it.&lt;br /&gt;
Maybe do you know, how can I find subprogram that run 1-st day of any month in assembler code of game?&lt;br /&gt;
This subprogram determines new mission&#039;s month and terror ship route (in TFTD)&lt;br /&gt;
There is not in EU terror ship route, I know. But If you know and tell me - what is subprogram in EU that runs 1-st day of any month, I would be able to edit probability of terror ship route in TFTD.&lt;br /&gt;
Greatly thanks in advance to you dear Seb76!&lt;br /&gt;
:In EU, monthly actions start here:&lt;br /&gt;
  .text:0043B9B0                               GeoPerformMonthlyActions proc near      ; CODE XREF: GeoIncrementDayAndDoMonthlyActions:loc_4420C1�j&lt;br /&gt;
:HTH, [[User:Seb76|Seb76]] 16:31, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;br /&gt;
::Yes, both D3D and D3D Windowed are enabled. This is even more surprising, because it shows the same results on two different computers (Dual Core one and simple P4Celeron) with different video cards (NVidia and ATI). Both have vsync explicitly enabled. LCD@60Hz both. Also I&#039;ve tried to use different combinations of Video Pitch, D3D, D3DWin and HQ4x settings - no luck. [[User:AVE|AVE]] 04:20, 6 May 2010 (EDT)&lt;br /&gt;
:Personally I&#039;ve never been able to reproduce this &amp;quot;CE game running too fast&amp;quot; thing people keep harping on about. Perhaps I just have a different perception as to what &amp;quot;too fast&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
:Anyways, I know [http://www.strategycore.co.uk/files/index.php?dlid=474 Mok&#039;s patched executable] includes a timer hack for the Geoscape, but I found that makes it run far too slow for my taste. Not sure off the top of my head whether it works with Seb&#039;s loader, either - you&#039;d probably need to at the very least need to rename Mok&#039;s executable to replace the original in order to try it that way. - [[User:Bomb Bloke|Bomb Bloke]] 05:14, 6 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some problem with edit research tree ==&lt;br /&gt;
&lt;br /&gt;
I want to add new 20-30 commands to research tree. I wrote this subprogram. How can I add it to game?&lt;br /&gt;
I tried to write &amp;quot;call sub&amp;quot; instead useless 5 bytes in subrogram research tree. I checked in IDA after it, all other commands is preserved. &lt;br /&gt;
And I placed my new subprogram after latest byte of executable file. But game is crashed.&lt;br /&gt;
I tried to place my new subprogram after all subprograms and before first byte of idata, but game is crashed too.&lt;br /&gt;
All indexes in subprogram was exactly. &lt;br /&gt;
in second case  IDA displayed &amp;quot;sp-analysis failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Where and how can I placed my new subprogram that will be addition to current subpogram research tree?&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28200</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28200"/>
		<updated>2010-05-24T11:28:34Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Research tree in executable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hi, is it in any way possilbe to run the Extender in Win98? I just set up an old machine with it and wanted to give it a try but as you said above, it won&#039;t work with Win9x. But is there a way to manually mod the game? I am asking becaus on my WinXP Machine the game often crahes in battlescape and that really sucks =(--[[User:Skaw847|Skaw847]] 19:28, 21 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:::I second that, it would be great if this could be fixed. [[User:Rovlad|Rovlad]] 17:45, 13 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
I so sorry for reminder and bother you, but don&#039;t you know it? ((&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
::You&#039;re more than welcome. Fantastic job on the extender, keep up the good work. [[User:Rovlad|Rovlad]] 19:04, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you greatly for your detailed answer ...&lt;br /&gt;
I want a few more precise ...&lt;br /&gt;
I right understand? I guessed That line 1 - is used for January mission Research? Line 2 - Jan Harvest? Line 3- Jan-Abduction Line 6- January Terror?&lt;br /&gt;
What define Line 7?&lt;br /&gt;
Line 8 - is February Research? &lt;br /&gt;
&lt;br /&gt;
According to - Line 13 -Feb terror? Line 20 - March terror? Line 27 -April Terror? Line 34- May terror? that sequence and guesses is right?&lt;br /&gt;
&lt;br /&gt;
And question 2) does affect score to choose the value among values in line? How differ choose values in line at the level superhuman and level beginner ?&lt;br /&gt;
If you know, naturally, I would be greatly thanks to you for this wonderful magic help.&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is starting offset (ce version) of this hardcoded sequence? and what is latest offset of it? what is length of one sequence? If possible -what is structure of it briefly? (how much bytes to tech requirements, how much bytes to items requrements)&lt;br /&gt;
&lt;br /&gt;
Thank you for this help &#039;&#039;&#039;VERY VERY GREAT&#039;&#039;&#039;&lt;br /&gt;
:As I said, there are no *sequences* but just a cascade of hardcoded ifs:&lt;br /&gt;
:[[Image:Research.png]]&lt;br /&gt;
:If you want to take a look, the function begins at address 0x446A0. [[User:Seb76|Seb76]] 07:28, 24 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;br /&gt;
::Yes, both D3D and D3D Windowed are enabled. This is even more surprising, because it shows the same results on two different computers (Dual Core one and simple P4Celeron) with different video cards (NVidia and ATI). Both have vsync explicitly enabled. LCD@60Hz both. Also I&#039;ve tried to use different combinations of Video Pitch, D3D, D3DWin and HQ4x settings - no luck. [[User:AVE|AVE]] 04:20, 6 May 2010 (EDT)&lt;br /&gt;
:Personally I&#039;ve never been able to reproduce this &amp;quot;CE game running too fast&amp;quot; thing people keep harping on about. Perhaps I just have a different perception as to what &amp;quot;too fast&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
:Anyways, I know [http://www.strategycore.co.uk/files/index.php?dlid=474 Mok&#039;s patched executable] includes a timer hack for the Geoscape, but I found that makes it run far too slow for my taste. Not sure off the top of my head whether it works with Seb&#039;s loader, either - you&#039;d probably need to at the very least need to rename Mok&#039;s executable to replace the original in order to try it that way. - [[User:Bomb Bloke|Bomb Bloke]] 05:14, 6 May 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Research.png&amp;diff=28199</id>
		<title>File:Research.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Research.png&amp;diff=28199"/>
		<updated>2010-05-24T11:25:48Z</updated>

		<summary type="html">&lt;p&gt;Seb76: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=28137</id>
		<title>MISDATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=28137"/>
		<updated>2010-05-05T18:29:22Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Structure */ Language is indeed accessed/saved as a word (16bit)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This 170 byte file (172 for TFTD) is only used by tactical saves. It comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine and stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder. Contains info required for [[Battlescape Map Generation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISDATA.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], effectively a mirror of the original &amp;quot;MISSION.DAT&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the MISSDAT folder at the end of combat. Contains debreifing data (such as who won, what was recovered and what points were scored). The relevant offsets for this file are unused by the previous two versions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset (0 to 169/171) followed by the equivalent hex offset (00 to A9/AA) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The first 20 bytes are a count up of the various recoverable tile types in the map. They&#039;re only set if you actually won the mission by eliminating all enemy forces. These offsets + 100 index into the respecitve [[BASE.DAT]] values that need to be updated.&lt;br /&gt;
&lt;br /&gt;
See [[Equipment Recovery]] for more information.&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;b&amp;gt;0-1/00-01:&amp;lt;/b&amp;gt; [[UFO Power Source]]    (tiles with MCD[59] set to 02).&lt;br /&gt;
   &amp;lt;b&amp;gt;2-3/02-03:&amp;lt;/b&amp;gt; [[UFO Navigation]]      (tiles with MCD[59] set to 03).&lt;br /&gt;
              Not counted for alien bases.&lt;br /&gt;
   &amp;lt;b&amp;gt;4-5/04-05:&amp;lt;/b&amp;gt; [[UFO Construction]]    (tiles with MCD[59] set to 04). &lt;br /&gt;
              No known tiles have this set.&lt;br /&gt;
   &amp;lt;b&amp;gt;6-7/06-07:&amp;lt;/b&amp;gt; [[Alien Food]]          (tiles with MCD[59] set to 05).&lt;br /&gt;
   &amp;lt;b&amp;gt;8-9/08-09:&amp;lt;/b&amp;gt; [[Alien Reproduction]]  (tiles with MCD[59] set to 06).&lt;br /&gt;
              No known tiles have this set.&lt;br /&gt;
 &amp;lt;b&amp;gt;10-11/0A-0B:&amp;lt;/b&amp;gt; [[Alien Entertainment]] (tiles with MCD[59] set to 07).&lt;br /&gt;
 &amp;lt;b&amp;gt;12-13/0C-0D:&amp;lt;/b&amp;gt; [[Alien Surgery]]       (tiles with MCD[59] set to 08).&lt;br /&gt;
 &amp;lt;b&amp;gt;14-15/0E-0F:&amp;lt;/b&amp;gt; [[Examination Room]]    (tiles with MCD[59] set to 09).&lt;br /&gt;
 &amp;lt;b&amp;gt;16-17/10-11:&amp;lt;/b&amp;gt; [[Alien Alloys]]        (tiles with MCD[59] set to 10).&lt;br /&gt;
              The total is divided by 2 for a UFO mission or 30 for an alien base. &lt;br /&gt;
              The value stored here is further divided by 5 to get the result you &lt;br /&gt;
              see on the debriefing screen.&lt;br /&gt;
 &amp;lt;b&amp;gt;18-19/12-13:&amp;lt;/b&amp;gt; [[Alien Habitat]]       (tiles with MCD[59] set to 11).&lt;br /&gt;
              No known tiles have this set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;20-21/14-15:&amp;lt;/b&amp;gt; Mission descriptor. Possible values:&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                       &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
 0: UFO Site                               0: USO Site&lt;br /&gt;
 1: Terror Site                            1: Port/Island Attack&lt;br /&gt;
 2: Base Defense (X-Com Base)              2: Base Defense (X-Com Base)&lt;br /&gt;
 3: Base Offense (Alien Base)              3: Colony Stage 1&lt;br /&gt;
 4: Mars Stage 1                           4: T&#039;leth Stage 1&lt;br /&gt;
 5: Mars Stage 2                           5: T&#039;leth Stage 2&lt;br /&gt;
                                           6: T&#039;leth Stage 3&lt;br /&gt;
                                           7: Artefact Site Stage 1&lt;br /&gt;
                                           8: Artefact Site Stage 2&lt;br /&gt;
                                           9: Passenger/Cargo Ship Stage 1&lt;br /&gt;
                                          10: Passenger/Cargo Ship Stage 2&lt;br /&gt;
                                          11: Colony Stage 2&lt;br /&gt;
&lt;br /&gt;
Values &amp;lt;b&amp;gt;22-73&amp;lt;/b&amp;gt; (Hex: &amp;lt;b&amp;gt;16-49&amp;lt;/b&amp;gt;) primarily hold scoring information. As per the tile recovery indexes, these are only stored in the final &amp;quot;end-of-combat&amp;quot; MISSION2.DAT. For temporary storage mid-mission, some of these values are stored in [[WGLOB.DAT]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;22-23/16-17:&amp;lt;/b&amp;gt; Aliens killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;24-25/18-19:&amp;lt;/b&amp;gt; Aliens killed score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;26-27/1A-1B:&amp;lt;/b&amp;gt; Alien corpses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;28-29/1C-1D:&amp;lt;/b&amp;gt; Corpse score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;30-31/1E-1F:&amp;lt;/b&amp;gt; Live aliens captured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;32-33/20-21:&amp;lt;/b&amp;gt; Live alien score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;34-35/22-23:&amp;lt;/b&amp;gt; Artefacts (unresearched alien items) recovered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;36-37/24-25:&amp;lt;/b&amp;gt; Artifacts score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;38-39/26-27:&amp;lt;/b&amp;gt; Alien base control destroyed. This flags if you win a [[Alien_Base_Assault|base offense mission]] by killing all enemy forces, or if you destroy all 16 nav modules in the command center. If not zero, the base you were attacking will be removed from the world map at the end of combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;40-41/28-29:&amp;lt;/b&amp;gt; Base control score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42-43/2A-2B:&amp;lt;/b&amp;gt; Civilians killed by aliens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44-45/2C-2D:&amp;lt;/b&amp;gt; Civilians killed by aliens score (typically negative).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46-47/2E-2F:&amp;lt;/b&amp;gt; Civilians killed by X-Com.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48-49/30-31:&amp;lt;/b&amp;gt; Civilians killed by X-Com score (typically negative).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50-51/32-33:&amp;lt;/b&amp;gt; Civilians saved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52-53/34-35:&amp;lt;/b&amp;gt; Civilians saved score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54-55/36-37:&amp;lt;/b&amp;gt; X-Com troopers killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56-57/38-39:&amp;lt;/b&amp;gt; X-Com troopers killed score (typically negative).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58-59/3A-3B:&amp;lt;/b&amp;gt; X-Com troopers &amp;quot;retired through injury&amp;quot; (never actually flags).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60-61/3C-3D:&amp;lt;/b&amp;gt; X-Com troopers &amp;quot;retired through injury&amp;quot; score (never actually flags).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62-63/3E-3F:&amp;lt;/b&amp;gt; X-Com troopers MIA.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64-65/40-41:&amp;lt;/b&amp;gt; X-Com troopers MIA score (typically negative).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66-67/42-43:&amp;lt;/b&amp;gt; Tanks lost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68-69/44-45:&amp;lt;/b&amp;gt; Tanks lost score (typically negative).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;70-71/46-47:&amp;lt;/b&amp;gt; X-Com craft lost (GeoScape ignores this if you actually lose a craft, Tactical sets it regardless).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;72-73/48-49:&amp;lt;/b&amp;gt; X-Com craft lost score (GeoScape ignores this if you actually lose a craft, Tactical doesn&#039;t set it regardless).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;74-75/4A-4B:&amp;lt;/b&amp;gt; A value based on the time at the [[LOC.DAT]] location. References into a table stored in the executable in order to define the values in [[BGLOB.DAT]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;76/4C:&amp;lt;/b&amp;gt; For a UFO site, this is the [[LOC.DAT]] reference corresponding to the crash site. This is plausibly true for every mission type (with the possible exception of the [[Cydonia|Mars assault]]). Used to determine whether the alien ship crashed or not (and therefore whether to randomly detonate the power supply units). &#039;&#039;I seem to remember that tweaking this byte could have an effect on [[BGLOB.DAT]], but I might&#039;ve confused myself. - [[User:Bomb Bloke|Bomb Bloke]] 03:45, 23 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;77/4D:&amp;lt;/b&amp;gt; Index into [[CRAFT.DAT]] pointing to the craft sent on this mission. In the case of base defense (see offset [79]), it indexes into [[BASE.DAT]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;78/4E:&amp;lt;/b&amp;gt; Victory status.&lt;br /&gt;
&lt;br /&gt;
 0: Mission aborted.&lt;br /&gt;
 1: Mission won.&lt;br /&gt;
 2: Mission lost.&lt;br /&gt;
 3: Mission completely lost through abortion (no units in exit areas).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;79/4F:&amp;lt;/b&amp;gt; 0 unless the mission is a UFO site, in which case it is 1. Determines use of [77] but doesn&#039;t seem to affect [16-17].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;80-151/50-97:&amp;lt;/b&amp;gt; A list of 36 two-byte integers, used during base defense missions. In order, they represent each module in your base, reading from left to right, top to bottom.&lt;br /&gt;
&lt;br /&gt;
At the end of battle, the tactical game engine tallies up the amount of [[Base_Defense#Destruction_Of_Base_Facilities|&amp;quot;target&amp;quot; objects]] existing within each module, and stores the results in &amp;quot;MISSION2.DAT&amp;quot;. If that figure is 0 for any given destructible [[Base_Facilities_(EU)|facility]], then the geoscape engine will remove it from your base (along with any &#039;&#039;other&#039;&#039; modules that relied on that section for passage to the [[Access Lift]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;152-167/98-A7:&amp;lt;/b&amp;gt; The following bytes allow you to use the following equipment only if they are set to 1:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;152/98:&amp;lt;/b&amp;gt; [[Heavy Plasma]]       (ObData[34])&lt;br /&gt;
 &amp;lt;b&amp;gt;153/99:&amp;lt;/b&amp;gt; [[Heavy Plasma Clip]]  (ObData[35])&lt;br /&gt;
 &amp;lt;b&amp;gt;154/9A:&amp;lt;/b&amp;gt; [[Plasma Rifle]]       (ObData[36])&lt;br /&gt;
 &amp;lt;b&amp;gt;155/9B:&amp;lt;/b&amp;gt; [[Plasma Rifle Clip]]  (ObData[37])&lt;br /&gt;
 &amp;lt;b&amp;gt;156/9C:&amp;lt;/b&amp;gt; [[Plasma Pistol]]      (ObData[38])&lt;br /&gt;
 &amp;lt;b&amp;gt;157/9D:&amp;lt;/b&amp;gt; [[Plasma Pistol Clip]] (ObData[39])&lt;br /&gt;
 &amp;lt;b&amp;gt;158/9E:&amp;lt;/b&amp;gt; [[Blaster Launcher]]   (ObData[40])&lt;br /&gt;
 &amp;lt;b&amp;gt;159/9F:&amp;lt;/b&amp;gt; [[Blaster Bomb]]       (ObData[41])&lt;br /&gt;
 &amp;lt;b&amp;gt;160/A0:&amp;lt;/b&amp;gt; [[Small Launcher]]     (ObData[42])&lt;br /&gt;
 &amp;lt;b&amp;gt;161/A1:&amp;lt;/b&amp;gt; [[Stun Bomb]]          (ObData[43])&lt;br /&gt;
 &amp;lt;b&amp;gt;162/A2:&amp;lt;/b&amp;gt; [[Alien Grenade]]      (ObData[44])&lt;br /&gt;
 &amp;lt;b&amp;gt;163/A3:&amp;lt;/b&amp;gt; [[Elerium-115]]        (ObData[45])&lt;br /&gt;
 &amp;lt;b&amp;gt;164/A4:&amp;lt;/b&amp;gt; [[Mind Probe]]         (ObData[46])&lt;br /&gt;
 &amp;lt;b&amp;gt;165/A5:&amp;lt;/b&amp;gt; null&amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt; (ObData[47])&lt;br /&gt;
 &amp;lt;b&amp;gt;166/A6:&amp;lt;/b&amp;gt; null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;    (ObData[48])&lt;br /&gt;
 &amp;lt;b&amp;gt;167/A7:&amp;lt;/b&amp;gt; null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;    (ObData[49])&lt;br /&gt;
&lt;br /&gt;
X-Com produced equipment can be used even if it hasn&#039;t been researched (however, in order to get it into combat, you must build it - and &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; requires research). The last three entries in the list are item slots that were never used in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;168-169/A8-A9:&amp;lt;/b&amp;gt; Determines the language in which the mission was initiated. If the game is saved and later loaded, this overrides whatever language was selected when the program started.&lt;br /&gt;
&lt;br /&gt;
 0 - English&lt;br /&gt;
 1 - German&lt;br /&gt;
 2 - French&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;170/AA:&amp;lt;/b&amp;gt; Only present for TFTD. Determines the depth level (that is, which [[PALETTES.DAT#TFTD Tactical Palettes|battlescape palette]] to use, whether to render air bubbles around units, and which background noise to play):&lt;br /&gt;
&lt;br /&gt;
 0 - Surface&lt;br /&gt;
 1 - Shallow Water&lt;br /&gt;
 2 - Medium Depths&lt;br /&gt;
 3 - Deep Sea&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;171/AB:&amp;lt;/b&amp;gt; Only present for TFTD. Unknown, never seen it flag. Could be part of the above value.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Map Generation]]&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[TERRAIN|MCD files]]&lt;br /&gt;
* [[WGLOB.DAT]]&lt;br /&gt;
* [[CRAFT.DAT]]&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28136</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28136"/>
		<updated>2010-05-05T18:22:03Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Roswell mission bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:CRAFT.DAT&amp;diff=28134</id>
		<title>Talk:CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:CRAFT.DAT&amp;diff=28134"/>
		<updated>2010-05-05T17:49:33Z</updated>

		<summary type="html">&lt;p&gt;Seb76: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a theory about offset 100:&lt;br /&gt;
 bit 0 (1): ?&lt;br /&gt;
 bit 1 (2): craft ran out of fuel (way back to base?)&lt;br /&gt;
 bit 2 (4): craft not being refueled because base ran out of elerium&lt;br /&gt;
 bit 3 (8): ?&lt;br /&gt;
 bit 4 (16): not enough ammos to rearm the left weapon&lt;br /&gt;
 bit 5 (32): not enough ammos to rearm the right weapon&lt;br /&gt;
 bit 6 (64): show complete craft stats (after detection from a hyperwave decoder)&lt;br /&gt;
 bit 7 (128): ?&lt;br /&gt;
I didn&#039;t check on any savegame so don&#039;t take this stuff for granted!&lt;br /&gt;
[[User:Seb76|Seb76]] 13:47, 21 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Offsets 16-17: looks like an index into LOC.DAT referencing the destination (e.g. waypoint) of the craft (at least for XCOM ships). [[User:Seb76|Seb76]] 14:06, 21 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: Tracking down UFO waypoints would also be interesting (the very next one is saved in the gamefile somewhere) -- [[User:Zaimoni|Zaimoni]] 9;15 June 25 2008&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Offsets 18-19: index into INTER.DAT when the ship is in interception mode. Does anyone have details concerning INTER.DAT? [[User:Seb76|Seb76]] 16:32, 24 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Offsets 20-21, 22-23: Next UFO waypoint. [[User:Seb76|Seb76]] 22:48, 26 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are these two separate waypoints (eg, waypoint 1 and waypoint 2) or is 20-21 a horizontal coordinate and 22-23 a vertical coordinate? --[[User:Zombie|Zombie]] 22:08, 27 September 2009 (EDT)&lt;br /&gt;
They are world coordinates. The game seems to use offset 4 to determine the tracking mode to use: for 1 it uses the waypoint at index 16 (xcom ships and base retaliation battleships), for 2 it uses these world coordinates (other alien ships). [[User:Seb76|Seb76]] 05:39, 28 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where are craft weapon stats held? ==&lt;br /&gt;
&lt;br /&gt;
This may be a dumb question but where are craft weapon stats defined? Are they in the geoscape.exe executable, or in a data file? XComUtil must know where, since it hacks the combat stats of various craft weapons, as well as the manufacturing stats. [[User:Spike|Spike]] 15:33, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: OK I just saw Emphyrio&#039;s note at [[Talk:GEOSCAPE.EXE#craft weapon stats?]].&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:CRAFT.DAT&amp;diff=28133</id>
		<title>Talk:CRAFT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:CRAFT.DAT&amp;diff=28133"/>
		<updated>2010-05-05T17:49:00Z</updated>

		<summary type="html">&lt;p&gt;Seb76: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a theory about offset 100:&lt;br /&gt;
 bit 0 (1): ?&lt;br /&gt;
 bit 1 (2): craft ran out of fuel (way back to base?)&lt;br /&gt;
 bit 2 (4): craft not being refueled because base ran out of elerium&lt;br /&gt;
 bit 3 (8): show complete craft stats (after detection from a hyperwave decoder)&lt;br /&gt;
 bit 4 (16): not enough ammos to rearm the left weapon&lt;br /&gt;
 bit 5 (32): not enough ammos to rearm the right weapon&lt;br /&gt;
 bit 6 (64): ?&lt;br /&gt;
 bit 7 (128): ?&lt;br /&gt;
I didn&#039;t check on any savegame so don&#039;t take this stuff for granted!&lt;br /&gt;
[[User:Seb76|Seb76]] 13:47, 21 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Offsets 16-17: looks like an index into LOC.DAT referencing the destination (e.g. waypoint) of the craft (at least for XCOM ships). [[User:Seb76|Seb76]] 14:06, 21 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: Tracking down UFO waypoints would also be interesting (the very next one is saved in the gamefile somewhere) -- [[User:Zaimoni|Zaimoni]] 9;15 June 25 2008&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Offsets 18-19: index into INTER.DAT when the ship is in interception mode. Does anyone have details concerning INTER.DAT? [[User:Seb76|Seb76]] 16:32, 24 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Offsets 20-21, 22-23: Next UFO waypoint. [[User:Seb76|Seb76]] 22:48, 26 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are these two separate waypoints (eg, waypoint 1 and waypoint 2) or is 20-21 a horizontal coordinate and 22-23 a vertical coordinate? --[[User:Zombie|Zombie]] 22:08, 27 September 2009 (EDT)&lt;br /&gt;
They are world coordinates. The game seems to use offset 4 to determine the tracking mode to use: for 1 it uses the waypoint at index 16 (xcom ships and base retaliation battleships), for 2 it uses these world coordinates (other alien ships). [[User:Seb76|Seb76]] 05:39, 28 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where are craft weapon stats held? ==&lt;br /&gt;
&lt;br /&gt;
This may be a dumb question but where are craft weapon stats defined? Are they in the geoscape.exe executable, or in a data file? XComUtil must know where, since it hacks the combat stats of various craft weapons, as well as the manufacturing stats. [[User:Spike|Spike]] 15:33, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: OK I just saw Emphyrio&#039;s note at [[Talk:GEOSCAPE.EXE#craft weapon stats?]].&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28130</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28130"/>
		<updated>2010-05-05T17:36:08Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* ALIEN RACE SPAWN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
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== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28129</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28129"/>
		<updated>2010-05-05T17:25:05Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Research tree in executable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
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(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
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: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
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:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
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(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
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Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
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: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
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Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
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:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28128</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28128"/>
		<updated>2010-05-05T17:19:34Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Any way to slow down geoscape time? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28095</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28095"/>
		<updated>2010-05-01T00:04:43Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* ALIEN MISSION DATA CLARIFICATION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28090</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28090"/>
		<updated>2010-04-30T19:36:07Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Roosevelt mission bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
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:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
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::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
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Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
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:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
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Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
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== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28089</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28089"/>
		<updated>2010-04-30T19:18:57Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* ALIEN MISSION DATA CLARIFICATION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
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Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
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----&lt;br /&gt;
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First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
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Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
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== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
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== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
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I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
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== Great new features ==&lt;br /&gt;
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Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
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:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
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:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
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::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
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== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
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== A couple of bugs to report ==&lt;br /&gt;
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Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
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Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
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:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
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::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
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Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
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:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
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::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
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Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
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Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
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== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28088</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28088"/>
		<updated>2010-04-30T19:11:53Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* COLONY SUPPLY MISSION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
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:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
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Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
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== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
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:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
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I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
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Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
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: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
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:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
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Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
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http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
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[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
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:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
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::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
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Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
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Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
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==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
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:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
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::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
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::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
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I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
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Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
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I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
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Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
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Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
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Any advice is deeply appreciated mate =)&lt;br /&gt;
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XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
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== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:LOC.DAT&amp;diff=28087</id>
		<title>Talk:LOC.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:LOC.DAT&amp;diff=28087"/>
		<updated>2010-04-30T18:49:31Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Supply ship requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Altitude===&lt;br /&gt;
Shouldn&#039;t the altitude be set in this file as well? Probably one of the Unknown values, and XCOM and Alien Bases might have rubbish data in them. --[[User:Pi Masta|Pi Masta]] 15:27, 8 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
===Count Down===&lt;br /&gt;
I have some doubts about offset 6-7. The page says that it is the horizontal destination, it looks more like the time left before crash/terror site will disappear (or maybe the offset has two usages depending on the type of the location?). It is reset to 3 for as long as there is a craft targeting the site. [[User:Seb76|Seb76]] 10:45, 26 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: As neither crash nor terror sites have meaningful destinations anyway (only start locations), there&#039;s no reason why these offsets can&#039;t be overloaded to mean something else in these cases.  -- [[User:Zaimoni|Zaimoni]] 14:32, 26 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
My experience confirm that offset 6-7 is time to count-down.&lt;br /&gt;
If this is a terror or crash sub - time meeasure in hours. In example, if we show time  = 10 that means this site &#039;ll disappear through 10 hours&lt;br /&gt;
&lt;br /&gt;
If this is landed Alien Sub - that time &#039;ll fly up. It time measuring in 5-seconds. 1 minute = value 12.&lt;br /&gt;
When I checked time to lands Alien Subs, I &#039;ll became to convince it.&lt;br /&gt;
&lt;br /&gt;
===Multiple interpretations===&lt;br /&gt;
&lt;br /&gt;
It turns out that LOC.DAT also contains/indexes key data for configuring alien bases.  One of my attempts at manually constructing an alien base entry critically backfired.&lt;br /&gt;
&lt;br /&gt;
For a Floater base, the Reapers are instantiated in a post-processing pass; they start out as Floaters at the *front* of the alien unit list.  The game knew enough not to arm the would-be Reapers, but with key fields in LOC.DAT bungled the pass to convert would-be Reapers to Reapers did not execute. -- [[User:Zaimoni|Zaimoni]] 21:34, 4 December 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Alien ranks higher than Soldier also are created in a post-processing pass; their equipment, however, was templated properly based on what their rank would have been from where the entries were in the file.  The proto-Reapers did not have Soldier rank either. -- [[User:Zaimoni|Zaimoni]] 21:51, 4 December 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Supply ship requests ==&lt;br /&gt;
&lt;br /&gt;
Just to jot a thought down before I forget:&lt;br /&gt;
&lt;br /&gt;
Since supply ships aren&#039;t scheduled to happen as such in [[ACTS.DAT]]/[[MISSIONS.DAT]], and are instead requested directly by the alien base, would the base&#039;s loc.dat entry store a timer that counts down between the when it makes its next supply ship request? Or are supply ships just generated at fixed times during the month? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 04:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
edit: Shot this idea down as soon as it came to me. An alien base&#039;s information is fairly static in loc.dat. I can only guess that the game randomly decides whether or not to create a supply ship each day at 00:00am, with the supply ship&#039;s being &#039;ping&#039;ed for the first time by your radars at 00:30am. Had a few supply ships show up in the span of a few days in one game, then after reloading none appeared until close to the end of the month. -[[User:NKF|NKF]] 05:16, 30 April 2010 (EDT)&lt;br /&gt;
:I think I wrote it somewhere, but once a day each base has a 5% chance of generating an alien supply mission. You can change the &amp;quot;6&amp;quot; there to increase the probability:&lt;br /&gt;
 .text:00441DC6 66 3D 06 00                   cmp     ax, 6&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:49, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28086</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28086"/>
		<updated>2010-04-30T18:45:03Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* MISSIONS.DAT formula clarification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
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:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28085</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=28085"/>
		<updated>2010-04-30T18:41:52Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Formules about Retaliation/Floating base attack mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
&lt;br /&gt;
== Roosevelt mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27973</id>
		<title>User:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27973"/>
		<updated>2010-04-03T09:53:13Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Bug Fixes */ Crash On First Move. Xusilak at it again :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi guys, I&#039;ve been posting here for quite some time now so I guess it&#039;s time to make this page. For now it&#039;s just a stub, I&#039;ll try to update it when time is available.&lt;br /&gt;
&lt;br /&gt;
I was a teenager when the game came out. I had no computer back then but I remember playing it on the computer of a friend&#039;s father, it was simply awesome. Years passed, and 3D completely changed the face of videogames. The main focus was turned to polygon counts and frames per second. Duke Nukem, Quake, Unreal, -you name any FPS-; I totally forgot about the &amp;quot;old-era&amp;quot; games. Later my interest in emulation brought me to the dosbox project; a real wayback machine... After all this 3D orgy, I decided to give it a shot and restarted the old X-COM just for fun. But then all memories came back at once; the music, the huge pixels, the tension of the first terror mission... The feeling was still the same after all the years. Still unmatched. IMHO the &amp;quot;best game ever&amp;quot; award it got is really deserved.&lt;br /&gt;
I since tried the &amp;quot;UFO after-xxx&amp;quot; spinoffs, but I think their pseudo-realtime aspect removes what make X-COM unique to me, this feeling you get when you press the end of turn button. Everything can happen then...&lt;br /&gt;
&lt;br /&gt;
Nowaday, most of my occupation with XCom is analysis of its code, and trying to explain the odd behaviors and see how the game can be exploited (with the help of a few patches). I&#039;ll try to gather here the most interesting pieces that I can find (most of my findings are scattered across the talk pages for the moment). Feel free to use the talk page if you have questions/suggestions.&lt;br /&gt;
&lt;br /&gt;
== UFO Extender ==&lt;br /&gt;
This section is about a loader I&#039;m working on that adds functionalities/fixes to the UFO Collector edition of the game. You can grab it here: [[Image:UFOLoader.zip ]]. The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it won&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). Modifications are seamless: there is no need to restart or wait for a geoscape/tactical transition to see the effect of the patches.&lt;br /&gt;
&lt;br /&gt;
By default no patch is enabled; you need to activate them in the ini file. To use, just unpack the zip file in your XCOM directory, edit the ini file and start the UFOLoader.exe file. It looks for a file named &amp;quot;UFO Defense.exe&amp;quot; (you can arrange that in the ini file).&lt;br /&gt;
Of course, if your computer fries while you&#039;re using it, I don&#039;t take any responsability...&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it. Also feel free to propose any idea that might be worth a mod ;-)&lt;br /&gt;
&lt;br /&gt;
NB: You need the VC2008 runtime to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
Also if you want to use the mp3 patch, you need to have Windows Media Player installed.&lt;br /&gt;
&lt;br /&gt;
For the curious out there, source is available here: [[Image:UFOExtender-src.zip]]. The code is awful but I&#039;m too lazy to fix that...&lt;br /&gt;
&lt;br /&gt;
Also I noticed on forums that some people try to run this along with et_2005: there is little chance that it&#039;s gonna work. I presume et_2005 heavily modifies the binary and trying to patch on top of it is quite hazardous. Some stuff may work, some other may not; you&#039;re on your own there.&lt;br /&gt;
Finally I don&#039;t do DAT files modifications because there are already lots of mods based on that. This allows them to keep working with the loader (that is why some xcomutil features should still work, as long as they are only based on resource modifications).&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (in the final version, the psi stats are only shown when the psi skill has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png]]&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;Weight&amp;gt;&amp;quot; at the bottom is only because I use a modified english.dat with an old patch, you should not see it in your version)&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
&lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
&lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
[[Image:Disjoint.png]]&lt;br /&gt;
&lt;br /&gt;
=== Base Building Stacking ===&lt;br /&gt;
You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem&lt;br /&gt;
you encounter.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Laser ===&lt;br /&gt;
This adds 2 firing modes to the heavy laser (which sucks big time by default :p):&lt;br /&gt;
*Burst mode: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points)&lt;br /&gt;
[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
*Full auto: you select 2 points, the soldier will spray the area inbetween with 8 shots&lt;br /&gt;
[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
*Firing the weapon will cost 50 energy&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
=== Stun Fest ===&lt;br /&gt;
Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Scroll speed in tactical mode is reduced. It is too fast for certain hardware configurations&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are destructed&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] bug removed. The cause was a funny one ^_^&lt;br /&gt;
* If you&#039;re tired of having to reselect your TU reserve mode at the begining of each turn, then the &amp;quot;Save Reserve Mode&amp;quot; patch is for you :)&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* Garbled video output due to ignored pitch&lt;br /&gt;
* [[Known_Bugs#Interceptions:_Last_Shot_Always_Misses | Problem with last salvo ]] during dogfights. The ship won&#039;t retreat when running out of ammo, allowing the last salvo to hit. Not the perfect solution, but you may still find this useful&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] when fuel level is 50%&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]]&lt;br /&gt;
* Enable sound effects during the intro&lt;br /&gt;
* Game freezes a bit when MIDI music change&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]]&lt;br /&gt;
* [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer...&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied only at the end of the turn. Maximum fire damage increased from 5 to 10 to compensate&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. Not really tested, may fix some mind control abuses.&lt;br /&gt;
* Animations Speed: Reduce the animation speed of cursors and smoke/fire.&lt;br /&gt;
* Crash On First Move: Fix occasional crash when moving your first unit out of the craft.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* Hot grenades: they do explode even when held...&lt;br /&gt;
* Alien Inventory: access to mind controlled units&#039; inventory is granted&lt;br /&gt;
* Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired&lt;br /&gt;
* Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!&lt;br /&gt;
* Skippable intro movie&lt;br /&gt;
* Why can&#039;t we use alien weaponry without researching? After all a gun&#039;s a gun, you just pull the trigger... A new hack was added for this. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Blaster Bomb Drift: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore&lt;br /&gt;
* Recover All Clips: recover all clips after tactical phase, even those that have been used (does not recover completely depleted ones)&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
* Kill stunned units in explosions: usually, unconscious units just disappear when they blow up. Now you can score a kill when you blast stunned units (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
&lt;br /&gt;
In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
* Keep Base Navigation Modules: do not remove navigation controls from recovered items after a successful base assault&lt;br /&gt;
* More Smoke: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails&lt;br /&gt;
* Force Language: tired of selectin your language every time your start the game? This is for you&lt;br /&gt;
* [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* Disable Base Defenses: disable the base defence mecanism. Why delay the inevitable? A battle ship will eventually come through... Useful if you want to use some defence modules for tactical purposes&lt;br /&gt;
* [[Aliens_Own_Earth | Initial Alien Bases]] without the trouble of setting things up&lt;br /&gt;
* Show grenades primed status&lt;br /&gt;
* Faster base defense sequence: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* Reorder soldiers in craft&lt;br /&gt;
[[Image:SoldiersPosition.png]]&lt;br /&gt;
&lt;br /&gt;
If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list.&lt;br /&gt;
Now you can force rookies on the front line... It also enables you to check the soldier&#039;s stats by clicking on his name.&lt;br /&gt;
&lt;br /&gt;
* Line of fire restriction for psiamp and mind probe. Of course the aliens are not impacted&lt;br /&gt;
* Change initial base layout&lt;br /&gt;
* Change [[Experience#Regarding_Caps | experience caps]]&lt;br /&gt;
* No Funkers: only guys that went on the last mission are checked for promotion&lt;br /&gt;
* Bloodthirst: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* [[ Making_the_Game_Harder#Limited_Miltary | Limited Military ]]&lt;br /&gt;
* De equip crafts&lt;br /&gt;
[[Image:Deequip.png]]&lt;br /&gt;
* TFTD Doors: open a facing door by right-clicking. It&#039;ll cost you 4 TUs&lt;br /&gt;
* Assign all personnel (scientists/engineers) on a project by decreasing quantity below zero (à la ET)&lt;br /&gt;
* HQ4x: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* D3D: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly&lt;br /&gt;
* D3D Windowed: run the game in a window&lt;br /&gt;
* Always On Top: force the window in the foreground&lt;br /&gt;
* Clip Cursor: prevent the cursor from going outside the window. Move/resize the window to unlock it.&lt;br /&gt;
* Scale Mouse: attempt to fix the cursor running off screen when using HQ4x and/or D3D&lt;br /&gt;
* Screen Ratio: add black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo)&lt;br /&gt;
* No Auto Wake Up: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* Alien Bleeding: aliens suffer from fatal wounds&lt;br /&gt;
* No Alien Freak Out Messages: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages&lt;br /&gt;
* Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled)&lt;br /&gt;
* Craft Ready Message: notify when a craft is ready&lt;br /&gt;
[[Image:CraftReady.png]]&lt;br /&gt;
* CPU Mask: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc)&lt;br /&gt;
* High Priority: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* General Store Capacity: change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows.&lt;br /&gt;
* Auto Sell: allows the player to activate an automatic production and automatic selling mode in manufacturing. By pressing the down arrow button to reduce the quantity of desired items below zero, the mode will switch to the autosell mode, represented by three dollar signs (&amp;quot;$$$&amp;quot;). In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold. By pressing the down arrow a second time, it will switch to autoproduce mode, represented by three asterisks (&amp;quot;***&amp;quot;). This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever; caution should be used with this mode, as it can drain resources quickly&lt;br /&gt;
* Show Money: shrink the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.&lt;br /&gt;
* Doubleclick Movement: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms). Failing to doubleclick will result in no action being taken. This allows for a considerable safety margin with movement, as the default movement controls are easy to accidentally trigger on the wrong tiles.&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Hacks ===&lt;br /&gt;
These hacks heavily alter the gameplay and should only be used for testing purpose.&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: all shall be revealed ;-)&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* Show All Locations: displays all active locations, detected or not&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27972</id>
		<title>User:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27972"/>
		<updated>2010-04-03T09:50:37Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mods */ Doubleclick Movement by Xusilak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi guys, I&#039;ve been posting here for quite some time now so I guess it&#039;s time to make this page. For now it&#039;s just a stub, I&#039;ll try to update it when time is available.&lt;br /&gt;
&lt;br /&gt;
I was a teenager when the game came out. I had no computer back then but I remember playing it on the computer of a friend&#039;s father, it was simply awesome. Years passed, and 3D completely changed the face of videogames. The main focus was turned to polygon counts and frames per second. Duke Nukem, Quake, Unreal, -you name any FPS-; I totally forgot about the &amp;quot;old-era&amp;quot; games. Later my interest in emulation brought me to the dosbox project; a real wayback machine... After all this 3D orgy, I decided to give it a shot and restarted the old X-COM just for fun. But then all memories came back at once; the music, the huge pixels, the tension of the first terror mission... The feeling was still the same after all the years. Still unmatched. IMHO the &amp;quot;best game ever&amp;quot; award it got is really deserved.&lt;br /&gt;
I since tried the &amp;quot;UFO after-xxx&amp;quot; spinoffs, but I think their pseudo-realtime aspect removes what make X-COM unique to me, this feeling you get when you press the end of turn button. Everything can happen then...&lt;br /&gt;
&lt;br /&gt;
Nowaday, most of my occupation with XCom is analysis of its code, and trying to explain the odd behaviors and see how the game can be exploited (with the help of a few patches). I&#039;ll try to gather here the most interesting pieces that I can find (most of my findings are scattered across the talk pages for the moment). Feel free to use the talk page if you have questions/suggestions.&lt;br /&gt;
&lt;br /&gt;
== UFO Extender ==&lt;br /&gt;
This section is about a loader I&#039;m working on that adds functionalities/fixes to the UFO Collector edition of the game. You can grab it here: [[Image:UFOLoader.zip ]]. The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it won&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). Modifications are seamless: there is no need to restart or wait for a geoscape/tactical transition to see the effect of the patches.&lt;br /&gt;
&lt;br /&gt;
By default no patch is enabled; you need to activate them in the ini file. To use, just unpack the zip file in your XCOM directory, edit the ini file and start the UFOLoader.exe file. It looks for a file named &amp;quot;UFO Defense.exe&amp;quot; (you can arrange that in the ini file).&lt;br /&gt;
Of course, if your computer fries while you&#039;re using it, I don&#039;t take any responsability...&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it. Also feel free to propose any idea that might be worth a mod ;-)&lt;br /&gt;
&lt;br /&gt;
NB: You need the VC2008 runtime to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
Also if you want to use the mp3 patch, you need to have Windows Media Player installed.&lt;br /&gt;
&lt;br /&gt;
For the curious out there, source is available here: [[Image:UFOExtender-src.zip]]. The code is awful but I&#039;m too lazy to fix that...&lt;br /&gt;
&lt;br /&gt;
Also I noticed on forums that some people try to run this along with et_2005: there is little chance that it&#039;s gonna work. I presume et_2005 heavily modifies the binary and trying to patch on top of it is quite hazardous. Some stuff may work, some other may not; you&#039;re on your own there.&lt;br /&gt;
Finally I don&#039;t do DAT files modifications because there are already lots of mods based on that. This allows them to keep working with the loader (that is why some xcomutil features should still work, as long as they are only based on resource modifications).&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (in the final version, the psi stats are only shown when the psi skill has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png]]&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;Weight&amp;gt;&amp;quot; at the bottom is only because I use a modified english.dat with an old patch, you should not see it in your version)&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
&lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
&lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
[[Image:Disjoint.png]]&lt;br /&gt;
&lt;br /&gt;
=== Base Building Stacking ===&lt;br /&gt;
You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem&lt;br /&gt;
you encounter.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Laser ===&lt;br /&gt;
This adds 2 firing modes to the heavy laser (which sucks big time by default :p):&lt;br /&gt;
*Burst mode: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points)&lt;br /&gt;
[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
*Full auto: you select 2 points, the soldier will spray the area inbetween with 8 shots&lt;br /&gt;
[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
*Firing the weapon will cost 50 energy&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
=== Stun Fest ===&lt;br /&gt;
Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Scroll speed in tactical mode is reduced. It is too fast for certain hardware configurations&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are destructed&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] bug removed. The cause was a funny one ^_^&lt;br /&gt;
* If you&#039;re tired of having to reselect your TU reserve mode at the begining of each turn, then the &amp;quot;Save Reserve Mode&amp;quot; patch is for you :)&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* Garbled video output due to ignored pitch&lt;br /&gt;
* [[Known_Bugs#Interceptions:_Last_Shot_Always_Misses | Problem with last salvo ]] during dogfights. The ship won&#039;t retreat when running out of ammo, allowing the last salvo to hit. Not the perfect solution, but you may still find this useful&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] when fuel level is 50%&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]]&lt;br /&gt;
* Enable sound effects during the intro&lt;br /&gt;
* Game freezes a bit when MIDI music change&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]]&lt;br /&gt;
* [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer...&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied only at the end of the turn. Maximum fire damage increased from 5 to 10 to compensate&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. Not really tested, may fix some mind control abuses.&lt;br /&gt;
* Animations Speed: Reduce the animation speed of cursors and smoke/fire.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* Hot grenades: they do explode even when held...&lt;br /&gt;
* Alien Inventory: access to mind controlled units&#039; inventory is granted&lt;br /&gt;
* Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired&lt;br /&gt;
* Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!&lt;br /&gt;
* Skippable intro movie&lt;br /&gt;
* Why can&#039;t we use alien weaponry without researching? After all a gun&#039;s a gun, you just pull the trigger... A new hack was added for this. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Blaster Bomb Drift: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore&lt;br /&gt;
* Recover All Clips: recover all clips after tactical phase, even those that have been used (does not recover completely depleted ones)&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
* Kill stunned units in explosions: usually, unconscious units just disappear when they blow up. Now you can score a kill when you blast stunned units (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
&lt;br /&gt;
In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
* Keep Base Navigation Modules: do not remove navigation controls from recovered items after a successful base assault&lt;br /&gt;
* More Smoke: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails&lt;br /&gt;
* Force Language: tired of selectin your language every time your start the game? This is for you&lt;br /&gt;
* [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* Disable Base Defenses: disable the base defence mecanism. Why delay the inevitable? A battle ship will eventually come through... Useful if you want to use some defence modules for tactical purposes&lt;br /&gt;
* [[Aliens_Own_Earth | Initial Alien Bases]] without the trouble of setting things up&lt;br /&gt;
* Show grenades primed status&lt;br /&gt;
* Faster base defense sequence: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* Reorder soldiers in craft&lt;br /&gt;
[[Image:SoldiersPosition.png]]&lt;br /&gt;
&lt;br /&gt;
If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list.&lt;br /&gt;
Now you can force rookies on the front line... It also enables you to check the soldier&#039;s stats by clicking on his name.&lt;br /&gt;
&lt;br /&gt;
* Line of fire restriction for psiamp and mind probe. Of course the aliens are not impacted&lt;br /&gt;
* Change initial base layout&lt;br /&gt;
* Change [[Experience#Regarding_Caps | experience caps]]&lt;br /&gt;
* No Funkers: only guys that went on the last mission are checked for promotion&lt;br /&gt;
* Bloodthirst: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* [[ Making_the_Game_Harder#Limited_Miltary | Limited Military ]]&lt;br /&gt;
* De equip crafts&lt;br /&gt;
[[Image:Deequip.png]]&lt;br /&gt;
* TFTD Doors: open a facing door by right-clicking. It&#039;ll cost you 4 TUs&lt;br /&gt;
* Assign all personnel (scientists/engineers) on a project by decreasing quantity below zero (à la ET)&lt;br /&gt;
* HQ4x: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* D3D: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly&lt;br /&gt;
* D3D Windowed: run the game in a window&lt;br /&gt;
* Always On Top: force the window in the foreground&lt;br /&gt;
* Clip Cursor: prevent the cursor from going outside the window. Move/resize the window to unlock it.&lt;br /&gt;
* Scale Mouse: attempt to fix the cursor running off screen when using HQ4x and/or D3D&lt;br /&gt;
* Screen Ratio: add black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo)&lt;br /&gt;
* No Auto Wake Up: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* Alien Bleeding: aliens suffer from fatal wounds&lt;br /&gt;
* No Alien Freak Out Messages: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages&lt;br /&gt;
* Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled)&lt;br /&gt;
* Craft Ready Message: notify when a craft is ready&lt;br /&gt;
[[Image:CraftReady.png]]&lt;br /&gt;
* CPU Mask: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc)&lt;br /&gt;
* High Priority: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* General Store Capacity: change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows.&lt;br /&gt;
* Auto Sell: allows the player to activate an automatic production and automatic selling mode in manufacturing. By pressing the down arrow button to reduce the quantity of desired items below zero, the mode will switch to the autosell mode, represented by three dollar signs (&amp;quot;$$$&amp;quot;). In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold. By pressing the down arrow a second time, it will switch to autoproduce mode, represented by three asterisks (&amp;quot;***&amp;quot;). This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever; caution should be used with this mode, as it can drain resources quickly&lt;br /&gt;
* Show Money: shrink the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.&lt;br /&gt;
* Doubleclick Movement: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms). Failing to doubleclick will result in no action being taken. This allows for a considerable safety margin with movement, as the default movement controls are easy to accidentally trigger on the wrong tiles.&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Hacks ===&lt;br /&gt;
These hacks heavily alter the gameplay and should only be used for testing purpose.&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: all shall be revealed ;-)&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* Show All Locations: displays all active locations, detected or not&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOExtender-src.zip&amp;diff=27971</id>
		<title>File:UFOExtender-src.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOExtender-src.zip&amp;diff=27971"/>
		<updated>2010-04-03T09:48:57Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOExtender-src.zip&amp;quot;: v1.22&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I try to keep this in sync with the provided binaries. If it lags behind and you want the most recent source, just ask and I&#039;ll upload a new version.&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=27970</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=27970"/>
		<updated>2010-04-03T09:48:17Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOLoader.zip&amp;quot;: 1.22: Fix &amp;quot;Crash On First Move&amp;quot; and crash with &amp;quot;Save Equipment&amp;quot;. &amp;quot;Doubleclick Movement&amp;quot; by Xusilak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Loader that tries to enhance the game. The my user page for details... [[User:Seb76|Seb76]]&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Xusilak&amp;diff=27966</id>
		<title>User talk:Xusilak</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Xusilak&amp;diff=27966"/>
		<updated>2010-04-02T19:46:42Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Potential Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to discuss anything related to my projects here! --[[User:Xusilak|Xusilak]] 15:42, 24 March 2010 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== I&#039;m smiling for a reason. ==&lt;br /&gt;
&lt;br /&gt;
TSIA ;) - [[User:Amphibious Tentaculat|Amphibious Tentaculat]] 18:45, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Potential Projects ==&lt;br /&gt;
&lt;br /&gt;
Good set of potential projects, I like! [[User:Spike|Spike]] 19:28, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Especially looking forward to the TFTD patches! By the way, xcomutil already allows you to set the difficulty value to any number you wish. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 08:40, 2 April 2010 (EDT)&lt;br /&gt;
:Interesting; I didn&#039;t know that. However, my experiments with high difficulty levels showed that exceeding the defaults will break certain aspects of the game, like spawning arbitrary numbers of aliens in missions. My primary goal there is to make those difficulty levels fully functional, with expected results for spawn numbers, capping overflows, and so on. My secondary goal is to make it easier to use those difficulty levels by adding the Advanced Difficulty configuration to the main difficulty screen. Thanks for the tip, though.&lt;br /&gt;
:As for TFTD, I have a few usable patches implemented already, but I think I&#039;ll leave it up to Seb to compile and release it with his current patcher, if he wants to. Seb, if you happen to see this, let me know how you feel about the TFTD patches I&#039;m working on. I&#039;d prefer if you compile and release it alongside the X-COM patcher, to ensure compatibility, as I use VS2010 RC for developing right now. Either way, it&#039;ll be a while before that happens, as I&#039;m working on testing and adding more functionality. Thanks! --[[User:Xusilak|Xusilak]] 13:18, 2 April 2010 (EDT)&lt;br /&gt;
::I do not work on TFTD mainly for 2 reasons: first, I don&#039;t play it; second, redoing the same things all over again is not that much interesting to me. If you want to make it happen though, I&#039;ll gladly take the opportunity to make that available for everyone in the loader. Also if you need some help analysing some bits of asm don&#039;t hesitate to ask; I&#039;ll help if I can. Good luck and have fun! [[User:Seb76|Seb76]] 15:46, 2 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Xusilak&amp;diff=27965</id>
		<title>User talk:Xusilak</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Xusilak&amp;diff=27965"/>
		<updated>2010-04-02T19:46:09Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Potential Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to discuss anything related to my projects here! --[[User:Xusilak|Xusilak]] 15:42, 24 March 2010 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== I&#039;m smiling for a reason. ==&lt;br /&gt;
&lt;br /&gt;
TSIA ;) - [[User:Amphibious Tentaculat|Amphibious Tentaculat]] 18:45, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Potential Projects ==&lt;br /&gt;
&lt;br /&gt;
Good set of potential projects, I like! [[User:Spike|Spike]] 19:28, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Especially looking forward to the TFTD patches! By the way, xcomutil already allows you to set the difficulty value to any number you wish. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 08:40, 2 April 2010 (EDT)&lt;br /&gt;
:Interesting; I didn&#039;t know that. However, my experiments with high difficulty levels showed that exceeding the defaults will break certain aspects of the game, like spawning arbitrary numbers of aliens in missions. My primary goal there is to make those difficulty levels fully functional, with expected results for spawn numbers, capping overflows, and so on. My secondary goal is to make it easier to use those difficulty levels by adding the Advanced Difficulty configuration to the main difficulty screen. Thanks for the tip, though.&lt;br /&gt;
:As for TFTD, I have a few usable patches implemented already, but I think I&#039;ll leave it up to Seb to compile and release it with his current patcher, if he wants to. Seb, if you happen to see this, let me know how you feel about the TFTD patches I&#039;m working on. I&#039;d prefer if you compile and release it alongside the X-COM patcher, to ensure compatibility, as I use VS2010 RC for developing right now. Either way, it&#039;ll be a while before that happens, as I&#039;m working on testing and adding more functionality. Thanks! --[[User:Xusilak|Xusilak]] 13:18, 2 April 2010 (EDT)&lt;br /&gt;
::I do not work on TFTD mainly for 2 reasons: first, I don&#039;t play it; second, redoing the same things all over again is not that much interesting to me. If you wants to make it happen though, I&#039;ll gladly take the opportunity to make that available for everyone in the loader. Also if you need some help analysing some bits of asm don&#039;t hesitate to ask; I&#039;ll help if I can. Good luck and have fun! [[User:Seb76|Seb76]] 15:46, 2 April 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27947</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27947"/>
		<updated>2010-03-27T18:04:22Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* v1.21, Battlescape crashes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00                mov     esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27940</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27940"/>
		<updated>2010-03-26T21:21:35Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* v1.21, Battlescape crashes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
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::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
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::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
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::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
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One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
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I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
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::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
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I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
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Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
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I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
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::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
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I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
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== Minor cosmetic  enhancements? ==&lt;br /&gt;
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Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
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The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
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The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
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As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
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Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
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-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27937</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27937"/>
		<updated>2010-03-26T19:47:13Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* v1.21, Battlescape crashes */&lt;/p&gt;
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&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
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(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
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What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
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: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
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::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
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::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
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:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
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(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
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Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
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Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
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: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
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Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
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 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
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: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
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:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fix your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOExtender-dev.zip&amp;diff=27936</id>
		<title>File:UFOExtender-dev.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOExtender-dev.zip&amp;diff=27936"/>
		<updated>2010-03-26T19:46:27Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOExtender-dev.zip&amp;quot;: Test version for crash with save equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing version for HQ4x and automatic reequiping of soldiers.&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27935</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27935"/>
		<updated>2010-03-26T19:30:26Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* v1.21, Battlescape crashes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27897</id>
		<title>User:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27897"/>
		<updated>2010-03-22T21:12:20Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mods */ Xusilak is in the house!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi guys, I&#039;ve been posting here for quite some time now so I guess it&#039;s time to make this page. For now it&#039;s just a stub, I&#039;ll try to update it when time is available.&lt;br /&gt;
&lt;br /&gt;
I was a teenager when the game came out. I had no computer back then but I remember playing it on the computer of a friend&#039;s father, it was simply awesome. Years passed, and 3D completely changed the face of videogames. The main focus was turned to polygon counts and frames per second. Duke Nukem, Quake, Unreal, -you name any FPS-; I totally forgot about the &amp;quot;old-era&amp;quot; games. Later my interest in emulation brought me to the dosbox project; a real wayback machine... After all this 3D orgy, I decided to give it a shot and restarted the old X-COM just for fun. But then all memories came back at once; the music, the huge pixels, the tension of the first terror mission... The feeling was still the same after all the years. Still unmatched. IMHO the &amp;quot;best game ever&amp;quot; award it got is really deserved.&lt;br /&gt;
I since tried the &amp;quot;UFO after-xxx&amp;quot; spinoffs, but I think their pseudo-realtime aspect removes what make X-COM unique to me, this feeling you get when you press the end of turn button. Everything can happen then...&lt;br /&gt;
&lt;br /&gt;
Nowaday, most of my occupation with XCom is analysis of its code, and trying to explain the odd behaviors and see how the game can be exploited (with the help of a few patches). I&#039;ll try to gather here the most interesting pieces that I can find (most of my findings are scattered across the talk pages for the moment). Feel free to use the talk page if you have questions/suggestions.&lt;br /&gt;
&lt;br /&gt;
== UFO Extender ==&lt;br /&gt;
This section is about a loader I&#039;m working on that adds functionalities/fixes to the UFO Collector edition of the game. You can grab it here: [[Image:UFOLoader.zip ]]. The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it won&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). Modifications are seamless: there is no need to restart or wait for a geoscape/tactical transition to see the effect of the patches.&lt;br /&gt;
&lt;br /&gt;
By default no patch is enabled; you need to activate them in the ini file. To use, just unpack the zip file in your XCOM directory, edit the ini file and start the UFOLoader.exe file. It looks for a file named &amp;quot;UFO Defense.exe&amp;quot; (you can arrange that in the ini file).&lt;br /&gt;
Of course, if your computer fries while you&#039;re using it, I don&#039;t take any responsability...&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it. Also feel free to propose any idea that might be worth a mod ;-)&lt;br /&gt;
&lt;br /&gt;
NB: You need the VC2008 runtime to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
Also if you want to use the mp3 patch, you need to have Windows Media Player installed.&lt;br /&gt;
&lt;br /&gt;
For the curious out there, source is available here: [[Image:UFOExtender-src.zip]]. The code is awful but I&#039;m too lazy to fix that...&lt;br /&gt;
&lt;br /&gt;
Also I noticed on forums that some people try to run this along with et_2005: there is little chance that it&#039;s gonna work. I presume et_2005 heavily modifies the binary and trying to patch on top of it is quite hazardous. Some stuff may work, some other may not; you&#039;re on your own there.&lt;br /&gt;
Finally I don&#039;t do DAT files modifications because there are already lots of mods based on that. This allows them to keep working with the loader (that is why some xcomutil features should still work, as long as they are only based on resource modifications).&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (in the final version, the psi stats are only shown when the psi skill has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png]]&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;Weight&amp;gt;&amp;quot; at the bottom is only because I use a modified english.dat with an old patch, you should not see it in your version)&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
&lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
&lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
[[Image:Disjoint.png]]&lt;br /&gt;
&lt;br /&gt;
=== Base Building Stacking ===&lt;br /&gt;
You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem&lt;br /&gt;
you encounter.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Laser ===&lt;br /&gt;
This adds 2 firing modes to the heavy laser (which sucks big time by default :p):&lt;br /&gt;
*Burst mode: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points)&lt;br /&gt;
[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
*Full auto: you select 2 points, the soldier will spray the area inbetween with 8 shots&lt;br /&gt;
[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
*Firing the weapon will cost 50 energy&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
=== Stun Fest ===&lt;br /&gt;
Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Scroll speed in tactical mode is reduced. It is too fast for certain hardware configurations&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are destructed&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] bug removed. The cause was a funny one ^_^&lt;br /&gt;
* If you&#039;re tired of having to reselect your TU reserve mode at the begining of each turn, then the &amp;quot;Save Reserve Mode&amp;quot; patch is for you :)&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* Garbled video output due to ignored pitch&lt;br /&gt;
* [[Known_Bugs#Interceptions:_Last_Shot_Always_Misses | Problem with last salvo ]] during dogfights. The ship won&#039;t retreat when running out of ammo, allowing the last salvo to hit. Not the perfect solution, but you may still find this useful&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] when fuel level is 50%&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]]&lt;br /&gt;
* Enable sound effects during the intro&lt;br /&gt;
* Game freezes a bit when MIDI music change&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]]&lt;br /&gt;
* [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer...&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied only at the end of the turn. Maximum fire damage increased from 5 to 10 to compensate&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. Not really tested, may fix some mind control abuses.&lt;br /&gt;
* Animations Speed: Reduce the animation speed of cursors and smoke/fire.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* Hot grenades: they do explode even when held...&lt;br /&gt;
* Alien Inventory: access to mind controlled units&#039; inventory is granted&lt;br /&gt;
* Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired&lt;br /&gt;
* Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!&lt;br /&gt;
* Skippable intro movie&lt;br /&gt;
* Why can&#039;t we use alien weaponry without researching? After all a gun&#039;s a gun, you just pull the trigger... A new hack was added for this. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Blaster Bomb Drift: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore&lt;br /&gt;
* Recover All Clips: recover all clips after tactical phase, even those that have been used (does not recover completely depleted ones)&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
* Kill stunned units in explosions: usually, unconscious units just disappear when they blow up. Now you can score a kill when you blast stunned units (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
&lt;br /&gt;
In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
* Keep Base Navigation Modules: do not remove navigation controls from recovered items after a successful base assault&lt;br /&gt;
* More Smoke: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails&lt;br /&gt;
* Force Language: tired of selectin your language every time your start the game? This is for you&lt;br /&gt;
* [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* Disable Base Defenses: disable the base defence mecanism. Why delay the inevitable? A battle ship will eventually come through... Useful if you want to use some defence modules for tactical purposes&lt;br /&gt;
* [[Aliens_Own_Earth | Initial Alien Bases]] without the trouble of setting things up&lt;br /&gt;
* Show grenades primed status&lt;br /&gt;
* Faster base defense sequence: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* Reorder soldiers in craft&lt;br /&gt;
[[Image:SoldiersPosition.png]]&lt;br /&gt;
&lt;br /&gt;
If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list.&lt;br /&gt;
Now you can force rookies on the front line... It also enables you to check the soldier&#039;s stats by clicking on his name.&lt;br /&gt;
&lt;br /&gt;
* Line of fire restriction for psiamp and mind probe. Of course the aliens are not impacted&lt;br /&gt;
* Change initial base layout&lt;br /&gt;
* Change [[Experience#Regarding_Caps | experience caps]]&lt;br /&gt;
* No Funkers: only guys that went on the last mission are checked for promotion&lt;br /&gt;
* Bloodthirst: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* [[ Making_the_Game_Harder#Limited_Miltary | Limited Military ]]&lt;br /&gt;
* De equip crafts&lt;br /&gt;
[[Image:Deequip.png]]&lt;br /&gt;
* TFTD Doors: open a facing door by right-clicking. It&#039;ll cost you 4 TUs&lt;br /&gt;
* Assign all personnel (scientists/engineers) on a project by decreasing quantity below zero (à la ET)&lt;br /&gt;
* HQ4x: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* D3D: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly&lt;br /&gt;
* D3D Windowed: run the game in a window&lt;br /&gt;
* Always On Top: force the window in the foreground&lt;br /&gt;
* Clip Cursor: prevent the cursor from going outside the window. Move/resize the window to unlock it.&lt;br /&gt;
* Scale Mouse: attempt to fix the cursor running off screen when using HQ4x and/or D3D&lt;br /&gt;
* Screen Ratio: add black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo)&lt;br /&gt;
* No Auto Wake Up: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* Alien Bleeding: aliens suffer from fatal wounds&lt;br /&gt;
* No Alien Freak Out Messages: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages&lt;br /&gt;
* Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled)&lt;br /&gt;
* Craft Ready Message: notify when a craft is ready&lt;br /&gt;
[[Image:CraftReady.png]]&lt;br /&gt;
* CPU Mask: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc)&lt;br /&gt;
* High Priority: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* General Store Capacity: change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows.&lt;br /&gt;
* Auto Sell: allows the player to activate an automatic production and automatic selling mode in manufacturing. By pressing the down arrow button to reduce the quantity of desired items below zero, the mode will switch to the autosell mode, represented by three dollar signs (&amp;quot;$$$&amp;quot;). In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold. By pressing the down arrow a second time, it will switch to autoproduce mode, represented by three asterisks (&amp;quot;***&amp;quot;). This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever; caution should be used with this mode, as it can drain resources quickly&lt;br /&gt;
* Show Money: shrinks the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Hacks ===&lt;br /&gt;
These hacks heavily alter the gameplay and should only be used for testing purpose.&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: all shall be revealed ;-)&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* Show All Locations: displays all active locations, detected or not&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOExtender-src.zip&amp;diff=27896</id>
		<title>File:UFOExtender-src.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOExtender-src.zip&amp;diff=27896"/>
		<updated>2010-03-22T21:08:26Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOExtender-src.zip&amp;quot;: v1.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I try to keep this in sync with the provided binaries. If it lags behind and you want the most recent source, just ask and I&#039;ll upload a new version.&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=27895</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=27895"/>
		<updated>2010-03-22T21:07:27Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOLoader.zip&amp;quot;: 1.21: Auto Sell + Show Money (thanks to Xusilak), fix mouse scaling on D3D, updated loader.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Loader that tries to enhance the game. The my user page for details... [[User:Seb76|Seb76]]&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27889</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27889"/>
		<updated>2010-03-19T23:12:30Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Xusilak&amp;#039;s Patch Additions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27772</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=27772"/>
		<updated>2010-03-12T20:52:38Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Improved Base Comes At Cost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=XcomUtil 9.7 Beta=&lt;br /&gt;
&lt;br /&gt;
9.7 Beta is available on www.bladefirelight.com &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
===Build 200===&lt;br /&gt;
This is a Beta, so backup your files before using. If you have issues pleas post them to XcomUFO.com in the XcomUtil forum.&lt;br /&gt;
&lt;br /&gt;
New in this version.&lt;br /&gt;
&lt;br /&gt;
*Major overhall of the installer (XcuSetup) and the inclusion of 16/32bit exe&#039;s to support both DOSBox and Windows Vista/7 x64.&lt;br /&gt;
*New subfolders added to hold supporting files making the install c leaner&lt;br /&gt;
*New XcuSetup options were added to XcuSetup allowing for silent install and uninstallation.&lt;br /&gt;
*New XcuSetup option for debugging the install (XcuSetup debug) creating debug.txt.&lt;br /&gt;
*XcuSetup now can have minimal impact on the game.&lt;br /&gt;
**All options default to NO.&lt;br /&gt;
**Almost all changes are now prompted for (skyranger guns, interceptor as transport, Disjointed Base Bug, etc...).&lt;br /&gt;
***Items still done by default:&lt;br /&gt;
***Copy protection questions set to 0000000 for UFO 1.0-1.3 and X-Com 1.0&lt;br /&gt;
***Difficulty bug fixed in UFO 1.0-1.4 and X-Com 1.0-1.4&lt;br /&gt;
***Unique names for all maps in TFTD, Used for Hybrid Games&lt;br /&gt;
*XCOMUTIL.CFG is now pieced together and overwritten by XcuSetup (see XcomUtil.txt for how to make permanent changes).&lt;br /&gt;
*All game files are restored to the pre-XcomUtil state each time XcuSetup is ran. Any modifications by other utilities will have to be re-applied. &lt;br /&gt;
*Recovery of MIA soldiers has been removed as it had a habit of resurrecting all KIA units to. &lt;br /&gt;
*Vista/Win7 patch now an option for XcuSetup.&lt;br /&gt;
**This will fix the blank screen issue.&lt;br /&gt;
**Updated to support the split EXE.&lt;br /&gt;
*XcuSetup attempts to fix UAC issues by resetting folder permissions.&lt;br /&gt;
*A number of community made fixes are included and selectable with XcuSetup.&lt;br /&gt;
*Support for the DOS/Window STEAM Install.&lt;br /&gt;
**Windows EXE, just run XcuSetup from windows&lt;br /&gt;
**to launch Dos version from Steam Run XcomUtil/SteamSetup.bat to activate menu then lauch from steam.&lt;br /&gt;
*Out of the box support for UFO Extender. XcuSetup will detect it and ask if you want RunXcom to use it.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you use DosBox, this requires DosBox 0.72 (Does not work on 0.73)&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 17 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 204===&lt;br /&gt;
&lt;br /&gt;
* Fix the goto and &amp;quot;ser&amp;quot; issue &lt;br /&gt;
* Fixed the version display on the DosBox version detection is back on. &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 16:15, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
ok. Just posted Build 219&lt;br /&gt;
&lt;br /&gt;
*New command line argument &amp;quot;nobackup&amp;quot; skips backup only if it has been ran. &lt;br /&gt;
*Fix f0ders loader path and option goto so it actually works.&lt;br /&gt;
*Fix prompted terrain option to create correct flag file.&lt;br /&gt;
*f0ders loader now available to Vista and Win7 users. (I have no idea if this will be of help)&lt;br /&gt;
*replace &amp;quot;if exist&amp;quot; on folders with &amp;quot;if exist&amp;quot; on file.&lt;br /&gt;
*Allow 0.73 with no command line args (as this is all it brakes)&lt;br /&gt;
*%X-COM% to %XCOM% for older OS&#039;s &lt;br /&gt;
*Fixed the beta message display&lt;br /&gt;
*Fixed version display in deader&lt;br /&gt;
*Fixed misleading message in SFX install scrip.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 22:57, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
*Fix issue following issue with XcomUtil and STEAM. &lt;br /&gt;
**only creating backups of the Windows EXE  &lt;br /&gt;
**only applying changes to the DOS EXE&#039;s&lt;br /&gt;
&lt;br /&gt;
STEAM USERS need to run &amp;quot;Verify Integrity of game cache&amp;quot; before updating to this build.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:02, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
Some major restructuring of Environment Variables to fit within the limits of the forthcoming DosBox 0.74. Previous LastOp.bat files will no longer work. (should limit XcuSetup&#039;s Environment usage to about 980 bytes. Will no longer crash DosBox 0.73 by overrunning environment buffer)&lt;br /&gt;
Corrected a massive error that caused corruption on x64 systems. &lt;br /&gt;
&lt;br /&gt;
I recommend you uninstall the previous version of XcomUtil before installing this one. (or delete LastOp.bat)&lt;br /&gt;
&lt;br /&gt;
New items:&lt;br /&gt;
&lt;br /&gt;
*Backup and restore of additional folders added.&lt;br /&gt;
*Allow install on Unknown OS with warning.&lt;br /&gt;
*Re-order some option questions and adjust wording.&lt;br /&gt;
*Correct File location that was causing Random ship generation to hang or crash.&lt;br /&gt;
*Fixed Vista/Win7 Patch to run on Vista. (Thanks Dangermouse)&lt;br /&gt;
*Environment Vars size shrunk. This invalidates previous lastop.bat (Thanks to Peter on the DosBox Team)&lt;br /&gt;
*Fix issues with using space in IF statement in dosbox and Dos 5.0&lt;br /&gt;
*Clean up environment test variable to free up space&lt;br /&gt;
*Backup and Restore: Fixes time out issues on DosBox. Adds progress display.&lt;br /&gt;
*Set Default to split EXE.&lt;br /&gt;
*Allow xcusetup for Dos games in x64 OS with warning&lt;br /&gt;
*Switched compiler to Open Watcom for ResFix and ResINfo&lt;br /&gt;
*New code to detect EXE version and adjust Max Research in ResFix and ResInfo&lt;br /&gt;
*Resfix will no longer execute on UFO&lt;br /&gt;
*Switched compiler to Open Watcom xcomutil xcomutrt and sdump. &lt;br /&gt;
*Fixed issues with 32bit structure packing leading to wide spread file corruption&lt;br /&gt;
*Fixed Alien Research Help math error&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:28, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to re-run XcuSetup after you extract the files. For a almost quite install use &amp;quot;XcuSetup lastop skip&amp;quot;&lt;br /&gt;
If upgrading from pre-305 versions you need to uninstall with &amp;quot;XcuSetup uninstall&amp;quot; and run XcuSetup Fresh.&lt;br /&gt;
&lt;br /&gt;
You can now use XcuSetup in Windows to configure a game you intend to play in DosBox OR run XcuSetup in DosBox and play from Windows. Even on x64 systems.  XcuSetup can be slow in Dosbox this will allow for faster setup.&lt;br /&gt;
&lt;br /&gt;
RunXcom now makes on-the-fly choices about x86 vs x64 XcomUtil EXE&#039;s and Steam Dos vs Windows.  If you have Vista or Win7 x64 and a Steam copy you can switch between Dos/Windows Xcom by either runing from Steam or directly starting RunXcom. &lt;br /&gt;
&lt;br /&gt;
A few caveats for STEAM users. Because of how XcomUtil detects the game, while XcuSetup will apply changes to both EXE&#039;s. Running XcomUtil from the command line will only effect the Dos version.&lt;br /&gt;
&lt;br /&gt;
Complete List of changes.&lt;br /&gt;
&lt;br /&gt;
*XcuSetup can be run from windows and RunXcom run from DosBox&lt;br /&gt;
*Renamed &amp;quot;New Laser&amp;quot; to Alternate Laser&lt;br /&gt;
*SortStats now back in XcomUtil.cfg&lt;br /&gt;
*Runxcom now uses x86 or x64 EXE&#039;s based on OS at time of execution &lt;br /&gt;
*Steam choice of Windows or DOS EXE now based on if RunXcom is started in DosBox.&lt;br /&gt;
*Xcomutil settings applied to both EXE&#039;s in Steam&lt;br /&gt;
*SteamSetup.bat displays message on success.&lt;br /&gt;
*Minor error fixes with 4DOS&lt;br /&gt;
*Better handling of unknown OS.&lt;br /&gt;
*New Steam Menu Options&lt;br /&gt;
** Run X-Com Sound Setup&lt;br /&gt;
** eXit to Windows&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 03:21, 8 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
Some Minor tweaks.  Only major thing is I have given up on DOSBox 0.73 it&#039;s to buggy and crashes often.  Although some of the bug fixes I worked out with the DOSBox dev team will not make it in until 0.75. They tell me most of them will be in 0.74 and it should not have this issue.&lt;br /&gt;
&lt;br /&gt;
Luckily STEAM uses 0.72 and works as expected.&lt;br /&gt;
&lt;br /&gt;
If you run another Command interpreter like 4DOS it should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Random alien craft shape now works.&lt;br /&gt;
*Fixed Text color on BFG prompting on UFO under DOSBox.&lt;br /&gt;
*XCLoader.exe properly removed on uninstall and Gamefile restore&lt;br /&gt;
*Fixed display of Unit type on Fighter as transport prompt.&lt;br /&gt;
*Apply of Seb Loader from DosBox fixed.&lt;br /&gt;
*Commented RunXcom&lt;br /&gt;
*Removed Exit Point and replaced with Pauses in XcuSetup&lt;br /&gt;
*Updated DOSBox 0.73 error (to unstable. frequent buffer overflows setting ERRORLEVEL on program exit.)&lt;br /&gt;
&lt;br /&gt;
-Blade FireLight&lt;br /&gt;
&lt;br /&gt;
===Build 339===&lt;br /&gt;
&lt;br /&gt;
This fixes the issue with 4DOS failing to do an initial backup, that lead to SDUMP being unable to apply patches, that led to empty designation files. &lt;br /&gt;
9.6 replaced the Hammer Head map by default. 9.7 does not but the unit placement was never updated. The 12 unit placement section has been added to fix units spawning outside the craft. (Scott&#039;s version of the Hammer Head is in the patches folder but requires manual modification of the config files to fully use. )&lt;br /&gt;
&lt;br /&gt;
*Disable stderr redirection on 4DOS&lt;br /&gt;
*More debug and ArchFile now able to be run independently&lt;br /&gt;
*Add unit placement section for standard Hammerhead.&lt;br /&gt;
*Added Apply of Transport Hard Point.&lt;br /&gt;
*Fix Missing Terrain on TFTD Very Small&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:14, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
&lt;br /&gt;
*Fixed missing label causing exit in build 399. &lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:48, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 348===&lt;br /&gt;
&lt;br /&gt;
Fixed some obscure bugs. &lt;br /&gt;
Win7 32x on some computers would not run 16bit code(something to to with chip-set drivers and the 16bit xcopy), so now all NT based Windows will use 32bit EXE&#039;s. &lt;br /&gt;
Some STEAM users had issue with the windows EXE either being replace by or replacing the _patched.exe (f0ders loader) I saw this happen but was unable to repeat it. Hopefully the change of not using short file names when long ones can be will fix this issue.&lt;br /&gt;
&lt;br /&gt;
*Fix BFG Prompting Display&lt;br /&gt;
*replace delete with del in RunXcom&lt;br /&gt;
*32bit EXE used on most versions of windows.&lt;br /&gt;
*Skip copy short file name if can find long file name.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 00:44, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 350===&lt;br /&gt;
&lt;br /&gt;
The EXE download now uses an updated script to prompt for steamsetup (if detected) and start xcusetup. This makes it more &amp;quot;consumer friendly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*New SFX Installer Script.&lt;br /&gt;
*Cleaned up / updated xcomutil.txt and moved to xcomutil folder&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 18:49, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
&lt;br /&gt;
By popular demand the EQL now works on any turn.  &lt;br /&gt;
&lt;br /&gt;
*EQL allowed any turn.&lt;br /&gt;
*Fix Display of Forced patches for UFO Spanish/Italian&lt;br /&gt;
*Fix BFG questions to avoid invalid options.&lt;br /&gt;
*Add Xcom UFO Italian Support&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:28, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
&lt;br /&gt;
Lots of bug fixes. Hybrid now working, Fixed issues with auto combat and combining clips.&lt;br /&gt;
&lt;br /&gt;
*Fix Hybrid Implementation&lt;br /&gt;
*Auto Combat will not run on second half of two part using first parts saved data.&lt;br /&gt;
*Auto Combat will no longer run if combat was won.&lt;br /&gt;
*MIA Recovery on won combat only&lt;br /&gt;
*Auto equip no longer triggers on second part of 2 stage missions.&lt;br /&gt;
*Add skip of combine clips if between stages of 2-3 part missions.&lt;br /&gt;
*Lost of  debug info to in XcomUtil.log&lt;br /&gt;
*Add Headers to XcomUtil.log section brakes.&lt;br /&gt;
*XcomUtil&#039;s Apply action now in debug.txt&lt;br /&gt;
*Update and move f0dders read me per his request.&lt;br /&gt;
*Fixed typo stopping Lab PSI/MC Screen from working.&lt;br /&gt;
*Fix Infinite loop when not splitting EXE&lt;br /&gt;
*Fix nonexistent %no% variable&lt;br /&gt;
*Limit STDERR redirection to MS OS&#039;s&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:44, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 413===&lt;br /&gt;
&lt;br /&gt;
Fixed Hybrid and Prompted BFG on Windows EXE&#039;s. Hybrid now uses Boom Blokes Pallet conversion. (removes lighting artifacts) &amp;quot;XcomUtil uninstall&amp;quot; now removes the hybrid game maps and terrain.  Updated the Vista/Win7 patch. Recommend applying if you get odd colors that only go away with a reboot or playing a video in Media Player. Created new Add-on ability to allow others to plug-in to XcuSetup and RunXcom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Add-on support added. see XcomUtil\XcomUtil.txt and XcomUtil\Addon\Example.txt&lt;br /&gt;
*Restore and Backup ran second time on Hybrid games to resolve issues with cross pollination&lt;br /&gt;
*Update Vista/Win7 Patch to address alt + tab color issues. (restores color pallet on next start of Goescape or Tactical. Does not stop the corrupt pallet)&lt;br /&gt;
*Create windows flag file to force XcomUtil to update windows EXE when playing Xcom Windows&lt;br /&gt;
*Better UFO Hybrid integration and uninstall of copied files.&lt;br /&gt;
*Bomb Bloke&#039;s Hybrid Pallet Map&lt;br /&gt;
*command line option for config file now searches %CWD%\, %CWD%\XcomUtil\ and %CWD%\XcomUtil\Batch\&lt;br /&gt;
*Hybrid path detection change to look for \maps\ATLAN00.map OR %1\maps\URBAN00.map&lt;br /&gt;
*Move XcomUtRt and LastOp to sub-folders older LastOp moved if it exists.&lt;br /&gt;
*All Flags moved to the flags folder.&lt;br /&gt;
*If debug.txt exists zero out file (deletion caused problems with WinTail)&lt;br /&gt;
*uninstall a few missed files.&lt;br /&gt;
*Fix debug log of config flags.&lt;br /&gt;
*Fix echo------ error in RunXcom.bat&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 17:40, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 422===&lt;br /&gt;
&lt;br /&gt;
*Fixed unit placing where units were placed outside of sub or inside of tanks.&lt;br /&gt;
*Fixed Display of Starting Transport and Fighter names for TFTD&lt;br /&gt;
*Updated addon example.txt to streamline and clarify a few things.&lt;br /&gt;
*Switched to Bomb Bloke updated Color Pallet&lt;br /&gt;
*Units who bleed to death no longer rise from the grave. (unless they die the same turn as you kill the last alien)&lt;br /&gt;
*Units under mind control when the last alien dies are no longer MIA.&lt;br /&gt;
*Fix messed up goto in Line 8 used for addons (Was causing exit of RunXcom)&lt;br /&gt;
*Fix RME error&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 02:33, 2 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
&lt;br /&gt;
Original Sound Effects from UFO were re-sampled to work with 1.4 and CE.&lt;br /&gt;
&lt;br /&gt;
*Add Category to option headers.&lt;br /&gt;
*Improve randomness by using current time instead of game date/time in srand()&lt;br /&gt;
*Added Option to keep Current terrain/UFO to BFG.&lt;br /&gt;
*Original UFO 1.2 Sounds for Geoscape and Tactical added as an option for UFO 1.4 and CE.&lt;br /&gt;
*Force Split EXE on STEAM. Fixes issues with setup failing.&lt;br /&gt;
*Reset Laser/Gauss craft weapons stats to be default.&lt;br /&gt;
*Example addon now uses different flag extension to avoid deletion by XcuSetup&lt;br /&gt;
*fix issue with Lab Screen on DosBox always screening&lt;br /&gt;
&lt;br /&gt;
==Beta Disscusion==&lt;br /&gt;
===Build 219===&lt;br /&gt;
&lt;br /&gt;
: Well, I tried running it, and noticed a few errors in the batch setup system:&lt;br /&gt;
:#The existence of a directory can&#039;t be tested by using &amp;quot;if exist&amp;quot;. It won&#039;t work on real DOS and many DOS emulations. The suggested workaround fails sometimes (see [http://support.microsoft.com/kb/65994] or [http://www.faqs.org/faqs/msdos-programmer-faq/part3/section-7.html]).&lt;br /&gt;
:#* I dont have access to every platform. Your help on this would be invaluable.&lt;br /&gt;
:#** It&#039;s been a long long time since I wrote batch scripts... First, I suggest creating the directories unconditionally (redirect output or clear screen if you&#039;re worried about error output). Second, either drop checking for game_1 directory existence afterwards or if you must check for it - write a dummy batchfile into the directory which only runs one command: a command which exits with a specific known errorlevel (probably sdump or other xcomutil binary would work). Then try to run said batch. Then you can test for said errorlevel - if it&#039;s there, than the directory exists. Then erase dummy batchfile.&lt;br /&gt;
:#*** My solution is similar. i&#039;m using the dum.bin If it dosent exist create the directory with &amp;gt;&amp;gt;%redir% and copy in a dum.bin. should work on any OS. &lt;br /&gt;
:#Please don&#039;t test existence of correct running environment for X-COM in the setup file (e.g. don&#039;t prevent patching windows version while running in dosbox, or vice versa). Or at least don&#039;t abort the setup, but just print out a warning. This is patronizing - it&#039;s none of Xcomutil business, and people who downloaded this probably already know how to run software. Besides, this is likely to ruin at least some possible combinations. Maybe some future bug in dosbox/Windows will make people want to run the setup batch file under cmd.exe/dosbox? Or maybe some people may even want to run XCOM CE in [http://www.winehq.com Wine] for example, and the check keeps in the way? (Also there&#039;s a spelling error - &amp;quot;hoast&amp;quot; -&amp;gt; &amp;quot;host&amp;quot;).&lt;br /&gt;
:#* I dont expect everyone who got the game for the first time from STEAM to know their way around the computer.  If RunXcom uses 16bit EXE&#039;s setup in DosBox in Windows 7 x64 it will throw an error. I could integrate the system checks into RunXcom so It can select the right EXE&#039;s however for STEAM and similar setup with both EXE I would have to setup a menu in RunXcom to select what version to actually use if they have Steam on a 32 bit platform.&lt;br /&gt;
:#* I dont intend to support OS2 or Wine like Scott did. What OS&#039;s I can support will be based on what feedback I get and what I have the time/interest in fixing.&lt;br /&gt;
:#** Then can you add a parameter to let us override the checks without editing xcusetup? These checks are bound to fail for some OS/dosbox combination now or in the future...&lt;br /&gt;
:#*** It&#039;s not that simple. The values in the syscheck are required for making decisions. like is the OS x64, is the game UFO or TFTD. does the OS have UAC. will the OS accept SHIM&#039;s. Can I find the files needed to run the commands ... --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
:#4DOS (v7.5 and v8) at least don&#039;t like X-COM environment variable name (it returns -COM when doing %X-Com%), and I suspect it may not work under MS-DOS&#039;s COMMAND.COM either. Try something like &amp;quot;%X_Com%&amp;quot; for example.&lt;br /&gt;
:#* That will be fixed soon.&lt;br /&gt;
:# EnvClean.bat has an error in line 172: ser -&amp;gt; set.&lt;br /&gt;
:#* Fixed in build 204.&lt;br /&gt;
:# Note that ansi escape sequences aren&#039;t necessarily supported on a real dos environment/emulation.&lt;br /&gt;
:#* Good point I will move that to DosBox only. &lt;br /&gt;
:# FreeDOS breaks horribly on the setup files, but I think that&#039;s due to bugs on their end.&lt;br /&gt;
:#* I dont know what can be done about that. &lt;br /&gt;
:# Thanks for continuing work on XComUtil.&lt;br /&gt;
:#* Your welcome. I should have started on this sooner. &lt;br /&gt;
:# Btw, what&#039;s wrong with DosBox 0.73? It sure didn&#039;t stop XcomUtil 9.6.. [[User:Cesium|Cesium]] 09:45, 18 January 2010 (EST)&lt;br /&gt;
:#* 0.73 had two changes. 1. the shell closes the batch file after each line and remembers where it was then reads the file again starting at the next line. (this was to alow for menus that modify themselves. 2. They made shift move %1 to %0. I&#039;m sure you can see what that does. I do a special shift test to detect 0.73. While the basic setup would work none of the command line options would. This was fixed in there current nightly build 2 months back so it will be working in 0.74.&lt;br /&gt;
:#** Grrr. They did this for &amp;quot;self modifying menus&amp;quot; (which don&#039;t need this performance killing stupidity) but ignored my patch...&lt;br /&gt;
::I have verified the new setup works if 4DOS is used under DosBox 0.73 (with some small changes outlined above. 4Dos had to be started with &amp;quot;4DOS /E:16384&amp;quot;). Now to test the game.. [[User:Cesium|Cesium]] 15:00, 18 January 2010 (EST)&lt;br /&gt;
::* Well, the Dart gun seems to be still useless. The change gave me an auto shot which takes 3xTU than snap shot but with same percentage...&lt;br /&gt;
::** This the same as the UFO pistol update. all it&#039;s doing is making 3 snap shots with no chance for reaction fire. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
::* Small wish: Have the option to make the Gauss Tank require only Gauss Cannon research - this can make it more distinct than the Sonic Displacer and maybe slightly useful for a while...&lt;br /&gt;
::** I plan on it. just not this version. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* One other think I noticed (with 200 but that&#039;s probably with 204 too), is that if xcusetup is run again after a successful setup, than it restores from backup, then backups the restored files again...  Not sure if this is needed. Maybe there&#039;s a scenario where it is? [[User:Cesium|Cesium]] 17:32, 18 January 2010 (EST)&lt;br /&gt;
::* Yes it does. on DosBox this can be painfully slow to :(  The reason for this is Hybrid games or map packs being added sense the last backup. When I have the new BFG and make a C++ version of the XcomUtTE.jar that 9.6 XcuSetup had, this will be of more important. perhaps I will make a command line option to skip backup so you dont have to run it. --[[User:BladeFireLight|BladeFireLight]] 20:53, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve noticed a bug (with 200, but since no in-game changes are mentioned in the changelog, I&#039;m guessing its unchanged): XcomUtil is set to restore previous equipment. I&#039;m packing a few Sonic Pulsars for the first time (I think?), and XcomUtil packs a few Pulsars into one spot in the backpack.. Savegame: [http://www.ufopaedia.org/images/3/34/Bugged_save.zip] [[User:Cesium|Cesium]] 23:32, 18 January 2010 (EST)&lt;br /&gt;
:: This behavior has been around since that option was added. see &amp;quot;Automatic Re-Equipment of Troops:&amp;quot; on line 1025 of XcomUtil.txt. I have not modified that section of code. It will be addressed eventually --[[User:BladeFireLight|BladeFireLight]] 23:39, 18 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 221===&lt;br /&gt;
&lt;br /&gt;
:* Playing further, I noticed that If all the aliens are down (some of them stunned), the last save is named &amp;quot;AutoCombat&amp;quot; and I end turn, XcomUtil may still run &amp;quot;AutoCombat&amp;quot; phase. This may have slightly different results than end of combat would have had. (Also, the score is low in AutoCombat use since all agents are regarded as KIA, but you probably already knew that). [[User:Cesium|Cesium]] 22:57, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Autocombat should only run on Abort, and only if: slot ten is named &amp;quot;autocombat&amp;quot; AND it&#039;s date,time and combat round match the one just aborted.  By &amp;quot;all agents KIA&amp;quot; are you saying they all were killed by auto combat?  --[[User:BladeFireLight|BladeFireLight]] 12:14, 21 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* This is not the case. Set up XcomUtil so that it leaves messages after battle. Then get [http://www.ufopaedia.org/images/c/c3/Buggy_autocombat1.zip]. Load the game and press &amp;quot;End Turn&amp;quot; - AutoCombat will run when it shouldn&#039;t... As for all agents KIA I mean score-wise - I do get them back, but in score display I get points deducted as if they are all dead. Same for civilians at terror sites. I&#039;m using build 200, as there&#039;s nothing in the changelogs that suggests changes to XcomUtil&#039;s behaviour in-game and I already got it installed.. [Edit: tested with 219 too - still fails] [Edit2: this turns out not to be entirely accurate: agents not in exit locations would be lost after running AutoCombat. Edit date: [[User:Cesium|Cesium]] 19:44, 30 January 2010 (EST)]&lt;br /&gt;
::: AutoCombat should only run then tactical exits with abort mission. if it&#039;s runing on end turn then tactical is crashing. Can you send me your debug.txt? --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: Well, there&#039;s a link to a buggy savegame above so you can verify it yourself (I&#039;m using TFTD v2.1 DOS under DosBox 0.73 right now). I&#039;ve erased debug.txt and loaded the savegame again - nothing is written to debug.txt. Also, X-COM is behaving fine (mission successful end, etc.) when this is run without XcomUtil. I suspect Tactical is just exiting normally and for some reason XcomUtil just decided to run AutoCombat. [[User:Cesium|Cesium]] 14:18, 21 January 2010 (EST)&lt;br /&gt;
::::: The debug.txt is created by XcuSetup. it tells me what options you chose and what happend when it tried to apply them. This would give me a baseline to replicate your setup. With 0.73 you cant run &amp;quot;XcuSetup lastop skip&amp;quot; to re-create what it did the last time you ran it Can you either send me the lastop.bat or if you run XcuSetup again with the same options and send me the debug.txt. Then I can get the same configuration your having issues with. (I need to add a CRC check to the before and after conditions of the EXE&#039;s to the debug so I can tell if they have changing consistently.) --[[User:BladeFireLight|BladeFireLight]] 15:44, 21 January 2010 (EST)&lt;br /&gt;
:::::: I can run &amp;quot;Xcusetup lastop skip&amp;quot; under DosBox 0.73 if I use a different batch interpreter like 4DOS... Here it is: [[Image:Debug.zip]] [[User:Cesium|Cesium]] 16:12, 21 January 2010 (EST).&lt;br /&gt;
::::::: That is good to know. The setup should not give an error in that case, if it passes the shift then it could care less. I would think that with a diferent interprater, %COMSPEC% would be somthing other then Z:\COMMAND.COM. am I correct about that?&lt;br /&gt;
:::::::: Well, in this case COMSPEC isn&#039;t changed and than it works fine. If COMSPEC is changed to point to 4DOS, than:&lt;br /&gt;
::::::::# &amp;quot;Processing&amp;quot; is displayed as the &amp;quot;Operating System&amp;quot;.&lt;br /&gt;
::::::::# setup fails on the &amp;quot;Path to Xcopy&amp;quot; check.&lt;br /&gt;
::::::::: I tried to use the 4DOS batch file debugger to see exactly where it fails, but it&#039;s too unwieldy for this. (Note that 4DOS needs to be started using /E:16384 or something similar, since default environment size is too small). [[User:Cesium|Cesium]] 02:29, 23 January 2010 (EST)&lt;br /&gt;
:::::::::: It should fail on an Unknown OS. If you have a sure fire way to detect 4DOS i would be happy to add it. I would treat it the same as dosbox. &lt;br /&gt;
::::::::::: It&#039;s funny that a DOS program won&#039;t work on a real DOS but only on dosbox... It would be a lot easier to make the OS checks not abort, than to try and detect everything... Anyway, you can test for 4DOS like this: &#039;if NOT &amp;quot;%_4VER%&amp;quot;. == &amp;quot;&amp;quot;. (then 4DOS)&#039;.&lt;br /&gt;
:::::::::: As for the environment size I&#039;m not surprised it&#039;s to small. I use it extensively so I check for a lot of it. I dont know how the larger command.com footprint will effect available memory on a bare mettle dos install. --[[User:BladeFireLight|BladeFireLight]] 23:05, 23 January 2010 (EST)&lt;br /&gt;
::::::::::: Well, Environment requirement can be reduced, but this is likely to reduce legibility of setup batch. I doubt it&#039;s worth it. Even ancient DOS systems had 640KB.. [[User:Cesium|Cesium]] 00:05, 24 January 2010 (EST)&lt;br /&gt;
::::::: I will look at the debug and the saved game this weekend or monday. I have to finish migrating all my code to another compiler. XcomUtil was written with Borland 2.0 in mind. I had to use 5.5 for the 32 but but it&#039;s giving me fits. So I&#039;m trying to move all the code over to Open Watcom this weekend. It will be nice having debugger to use. --[[User:BladeFireLight|BladeFireLight]] 01:22, 23 January 2010 (EST)&lt;br /&gt;
:::::::  Took a look at why the autocombat would run when not intended. If you have the same date/time in the autocombat as the current save and press end turn with with all aliens dead it will trigger autocombat. to avoid this rename the save in slot 10 if your playing the same battle again. --[[User:BladeFireLight|BladeFireLight]] 17:40, 30 January 2010 (EST)&lt;br /&gt;
:::::::* OK, so it can run if end turn rather than abort is used (that&#039;s not a problem to get around). However, there&#039;s a bug: Even though tactical has concluded the aliens are no longer a threat, XcomUtil can still run an AutoCombat against a few &amp;quot;zombie&amp;quot; aliens (I think the uploaded save has this? If not, I probably have an archived save exhibiting this)...  X-Com would win, but it might be possible to lose valuable research help from accidentally killing said aliens. I suspect that&#039;s due to some stun calculations failing somehow and concluding some stunned aliens can still fight. [[User:Cesium|Cesium]] 19:40, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::* P.S. Can I get research help from captive at first stage of 2-stage missions? And Has XcomUtil&#039;s behaviour for 2/3-stage TFTD missions been improved? Well, I&#039;m doing an Artifact site now, so I&#039;ll find out soon anyway... 9.6 used to be real buggy in T&#039;Leth third stage transition (and I have a save game for that too) and IIRC didn&#039;t let me get captives from first stage. Never played research help till now though... [[User:Cesium|Cesium]] 13:41, 21 January 2010 (EST)&lt;br /&gt;
::: I have only made one change to XcomUtil.exe that that was to remove the MIA recovery. I expect the clip recovery issue will still be their between stages. This is a major frustration to me and I will address it once the installer is stable. --[[User:BladeFireLight|BladeFireLight]] 14:06, 21 January 2010 (EST)&lt;br /&gt;
:::: I managed to overwrite my own game saves, but eventually I did quite a few two part missions. I notice that sometimes XcomUtil can emit &amp;quot;Divide error&amp;quot; when calculating research help. This seems to happen usually (but not exclusively) when calculating the second part of a two-part... The attached savegame ([[Image:Autocombat_research_bug.zip]] - unzip than save slot 10 at &amp;quot;AutoCombat&amp;quot; and abort) has this behaviour. [[User:Cesium|Cesium]] 08:44, 25 January 2010 (EST)&lt;br /&gt;
::::: I played around with that game and didn&#039;t get a &amp;quot;divide error&amp;quot; with vanila 0.72 but it did lockup on me doing the research calculations aborting the second stage if I autocombated the first. I also had tactical skip the equip screen and crash. This will require some more research. --[[User:BladeFireLight|BladeFireLight]] 18:03, 30 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 305===&lt;br /&gt;
&lt;br /&gt;
:: I haven&#039;t played with this yet, but running setup I noticed the following:&lt;br /&gt;
:* I get this warning when running XcuSetup under 4DOS: &amp;quot;restore.bat [485]  Duplicate redirection &amp;quot;&amp;gt;&amp;gt;debug.txt&amp;quot;&amp;quot;. It&#039;s harmless though.&lt;br /&gt;
::: This will be fixed in the next build. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Redirecting the &amp;quot;attrib -R /S&amp;quot; line to nul would be nice (it outputs a lot under 4DOS, FreeDos and maybe other interpreters).&lt;br /&gt;
::: Ditto --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Install on unknown OS doesn&#039;t seem to work - it gives &amp;quot;Unable to continue!&amp;quot; right after asking &amp;quot;Shell We Continue?&amp;quot; (without waiting for input). I&#039;ve tested this on DosBox 0.73 where COMSPEC has been changed..&lt;br /&gt;
::: Same here. DosBox a number of things missing in the command interprater I relyed on detecting the comspec var to know it&#039;s dosbox becaus of the lack of a native find. and if I use a | it only runs the first part. I am re-writing the detection to now use the included 16bit find.com on all but x64 systems to check the ver statement. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:* Why is the sound directory backed up? Perhaps you intend to add an &amp;quot;UFO 1.2 sounds for 1.4&amp;quot; or &amp;quot;Playstation mp3s for UFO CE&amp;quot; options in the future? It seems useless for TFTD though.. [[User:Cesium|Cesium]] 03:12, 7 February 2010 (EST)&lt;br /&gt;
::: Yes I intend to include the sound fixes eventualy. While TFTD would not be needed Its more of a pain to skip then to backup. The Geograph folder that is Slooooow. I may limit it to just files I may replace. &lt;br /&gt;
:* One more thing: I&#039;ve tried running &amp;quot;command /E:512&amp;quot; with dosbox 0.73 and then running xcusetup. Instead of exiting with an environment space error, the setup breaks in a very odd way (dosbox is stuck and has to be terminated [edit: sometimes this requires running xcusetup more than once to trigger]). Also, the real requirement seems to be more than 980 bytes (unless the check is intentionally pessimistic?). [[User:Cesium|Cesium]] 03:29, 7 February 2010 (EST)&lt;br /&gt;
::: the DOSBox team is addressing this in 0.74. It was my complaints of crashing that led to us working on fixing the environment buffer overflow issue. I had to shrink my environment usage to the official size (1088) and they fixed the overflow. --[[User:BladeFireLight|BladeFireLight]] 15:14, 7 February 2010 (EST)&lt;br /&gt;
:: Btw, you might be interested in [http://forums.somethingawful.com/showthread.php?threadid=3220122]. The thread uses XcomUtil (9.6) multiplayer quite heavily and they probably have bug reports... [[User:Cesium|Cesium]] 03:15, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build 317===&lt;br /&gt;
&lt;br /&gt;
:* Unknown OS now works: I&#039;ve successfully ran xcusetup under FreeDOS in dosemu.&lt;br /&gt;
:* DosBox 0.73 doesn&#039;t work though.. It gets stuck right after asking whether to apply the bugfixes.&lt;br /&gt;
:* I wonder why the research fix for TFTD isn&#039;t enabled by default? I guess it will be once testing is done? [[User:Cesium|Cesium]] 12:25, 8 February 2010 (EST)&lt;br /&gt;
:: Minor problem with XCUSETUP of build 317. Note the missing &amp;quot;what&amp;quot; transports can carry.&lt;br /&gt;
&lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 317) setup =-&lt;br /&gt;
    :: Fighters / Transport ::&lt;br /&gt;
 Change the Interceptor and Firestorm to carry &#039;s&lt;br /&gt;
 [NOTE: modifies Tactical and adds additional map, route and terrain&lt;br /&gt;
  files.]&lt;br /&gt;
 Do you want to enable Interceptor and Firestorm as Fighter Transports? (N)&lt;br /&gt;
&lt;br /&gt;
::This is my first install of the new XCU and I am VERY impressed. Nice job! [[User:Spike|Spike]] 19:23, 11 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thanks This will be fixed. --[[User:BladeFireLight|BladeFireLight]] 21:21, 11 February 2010 (EST)&lt;br /&gt;
:* A fully loaded Hammerhead&#039;s initial deployment has three aquanauts outside the craft. This doesn&#039;t happen when XcomUtil isn&#039;t started (i.e. via TERROR.COM). [[User:Cesium|Cesium]] 01:54, 12 February 2010 (EST)&lt;br /&gt;
::: Can you give me a save that is that far along. I dont have one handy. --[[User:BladeFireLight|BladeFireLight]] 02:10, 12 February 2010 (EST)&lt;br /&gt;
:::: Sure. [[Image:Hammerhead_bug_saves.zip]]. [[User:Cesium|Cesium]] 02:34, 12 February 2010 (EST)&lt;br /&gt;
:::: [[Image:Hbug2.zip]]. Maybe that would be more convenient for you. [[User:Cesium|Cesium]] 04:32, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:* I&#039;ve managed to accidentally make a truncated geoscape/obdata.dat file using xcusetup. I uninstalled it, then ran &amp;quot;xcusetup nobackup&amp;quot; (it still made a backup), and chose &amp;quot;n&amp;quot; to everything besides the prompted bug fixed and improved gauss weapons. I&#039;ll try to reproduce this.&lt;br /&gt;
::: &amp;quot;uninstall&amp;quot; removes the backup&#039;s. &amp;quot;nobackup&amp;quot; only works if it finds backup files. &lt;br /&gt;
:* I&#039;ve also noticed &amp;quot;improved gauss weapons&amp;quot; doesn&#039;t change the Heavy Gauss clip power in the entry in ufopedia (should be 80 instead of 75). [[User:Cesium|Cesium]] 03:03, 12 February 2010 (EST)&lt;br /&gt;
::: Works for me on Win7 and DOSBox 0.72. --[[User:BladeFireLight|BladeFireLight]] 15:11, 12 February 2010 (EST)&lt;br /&gt;
:::: I&#039;m talking about the clip page, not the weapon page. TFTD displays the power on both the gauss weapon and gauss ammo pages. [[User:Cesium|Cesium]] 16:36, 12 February 2010 (EST)&lt;br /&gt;
::::: This must be with remove clip turned on. with just a power increase the damage is not displayed on the weapon. I need to look into disabling clip research as part of removing the clip requirement. for now I can add the damage levels to the clips when removing the need for them. --[[User:BladeFireLight|BladeFireLight]] 16:43, 12 February 2010 (EST)&lt;br /&gt;
:::::: Per description in xcusetup, Heavy Gauss is upgraded from 75 to 80 power even when &amp;quot;Improved Gauss Weapons&amp;quot; change is on, but &amp;quot;Remove Clip&amp;quot; change is off (i.e. gauss weapons still need clips), so the Heavy Gauss Clip page needs to be updated regardless of &amp;quot;Remove Clip&amp;quot; setting in xcusetup (unless you manage to disable clips altogether when its turned on). [[User:Cesium|Cesium]] 16:58, 12 February 2010 (EST)&lt;br /&gt;
::::::: UFOPedia pulls the information from obdata.dat. 4DOS has a number of issues that cascade though out XcuSetup I&#039;m tracking them back. I will have to do some regression testing with 4DOS tonight. Seems redirection of STDERR varies from one DOS to another. --[[User:BladeFireLight|BladeFireLight]] 18:38, 12 February 2010 (EST)&lt;br /&gt;
:::::::: Ah, yes. &amp;quot;Real&amp;quot; DOS has no stderr redirection support at all. 4DOS has &amp;quot;&amp;gt;&amp;amp;&amp;gt;&amp;quot; extension, but NT cmd.exe uses &amp;quot;2&amp;gt;&amp;quot;. I saw these errors, but thought they were harmless... [[User:Cesium|Cesium]] 19:20, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Weirdness. I&#039;m using Aliens Help Research and I win a Laser technology every day with 50 Scientists. One day I doubled up and got Laser Rifle and Heavy Laser on the same day (a known, non-XCU bug). Got Laser Cannon in 2 days. Is this supposed to happen with the human tech when you opt for Aliens Help Research? The Alien tech becomes impossible without them. Also I am getting Battlescape crashes, or rather it just skips the Battlescape altogether and replays the results of the previous battle. It also seems to lose the equipment in the transport, revert it to what was in the transport on the previous battle. I&#039;m using the BFG and the Seb76 loader equipment management, that could be part of the problem. [[User:Spike|Spike]] 22:00, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: OK I see what&#039;s going on. It is prompting me for terrain, but offering not terrain options but light level options. Then after I select a light level, it prompts me for light level, but does not wait for input and goes straight to battlescape, which fails. &lt;br /&gt;
&lt;br /&gt;
 0 = Jungle&lt;br /&gt;
 1 = Farm&lt;br /&gt;
 2 = Forest&lt;br /&gt;
 3 = Human Base&lt;br /&gt;
 4 = Alien Base&lt;br /&gt;
 5 = Urban&lt;br /&gt;
 6 = Desert&lt;br /&gt;
 7 = Mountain&lt;br /&gt;
 8 = Polar&lt;br /&gt;
 9 = Mars&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;5&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select terrain:&lt;br /&gt;
 0 = Darkness&lt;br /&gt;
 1 = Twilight&lt;br /&gt;
 2 = Daylight&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;[here I enter &amp;quot;2&amp;quot;]&#039;&#039;&lt;br /&gt;
 Select light:&lt;br /&gt;
&lt;br /&gt;
:: Basically it seems to be reading my input one step before I am prompted for it, and possibly giving the wrong input for the wrong question. It also is getting stuck in a loop of the BFG prompt. So probably it&#039;s a simple logic glitch in the batch file. I will update to the latest build and see if can replicate it. If I can, I will attach the game save file and config files. [[User:Spike|Spike]] 08:32, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I noticed this to. This is the underlying code.&lt;br /&gt;
&amp;lt;pre&amp;gt;            printf( &amp;quot;\nSelect terrain: &amp;quot; );&lt;br /&gt;
&lt;br /&gt;
            if ( ESCAPE == ( i = getch() ) )&amp;lt;/pre&amp;gt;&lt;br /&gt;
::: The prompt displayed before waiting for a key press. This may be an issue with Open Watcom.  --[[User:BladeFireLight|BladeFireLight]] 18:39, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 333===&lt;br /&gt;
&lt;br /&gt;
:* One can make a truncated geodata/obdata.dat file in builds 317/333. I&#039;ve run xcusetup, selected nothing but the fixes and improved gauss weapons, and pressed enter for everything else (4DOS/DosBox 0.73). The truncated file prevents the game from starting. [[User:Cesium|Cesium]] 03:23, 12 February 2010 (EST)&lt;br /&gt;
:: I think this may be a 4DOS issue. jpsoft.com does not look to support it any more. What version are you on on where do I get a copy? --[[User:BladeFireLight|BladeFireLight]] 15:08, 12 February 2010 (EST)&lt;br /&gt;
::: I&#039;ve tried now with both last official version (7.50) and last open source version (8.00). Same issue with both. You just get a copy of either from [http://www.4dos.info/v4dos.htm] [[User:Cesium|Cesium]] 16:52, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 340===&lt;br /&gt;
 &lt;br /&gt;
 -= XcomUtil 9.7 Beta (Build 340) setup =-&lt;br /&gt;
 &lt;br /&gt;
    ::Creating Backup Files::&lt;br /&gt;
 &lt;br /&gt;
 Geoscape Backup ................... OK&lt;br /&gt;
 Tactical Backup ................... None&lt;br /&gt;
 Maps Directory Backup ............. Processing.&lt;br /&gt;
&lt;br /&gt;
 16-bit MS-DOS Subsystem&lt;br /&gt;
 Windows Command Processor - xcusetup&lt;br /&gt;
 NTVDM has encountered a System Error&lt;br /&gt;
 The handle is invalid.&lt;br /&gt;
 Choose Close to terminate the application.&lt;br /&gt;
&lt;br /&gt;
version is&lt;br /&gt;
&lt;br /&gt;
 Microsoft Windows [Version 6.1.7100]&lt;br /&gt;
 Win7 &lt;br /&gt;
&lt;br /&gt;
last debug.txt message is&lt;br /&gt;
&lt;br /&gt;
 ResConfig=None&lt;br /&gt;
         1 file(s) copied.&lt;br /&gt;
 GeoBak=OK&lt;br /&gt;
 Copying C:\games\xcom-all\MAPS\AVENGER.MAP&lt;br /&gt;
 1 file(s) copied&lt;br /&gt;
&lt;br /&gt;
xcsetup goes into a loop, the close option does not stop xcusetup but just loops&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:41, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Lovely. I think I know what is going but I dont have a win7 32bit to test on. Do you have a Google Talk account? I would like to test something.&lt;br /&gt;
: on a side note. that is not actually a loop. it&#039;s copying groups of files at a time to avoid the timeout issue on dosbox. --[[User:BladeFireLight|BladeFireLight]] 16:40, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 361===&lt;br /&gt;
*There&#039;s no Italian text for the New Laser Weapons option. Applying the patch seems to work, but it displays the text for the default laser weapons. Unfortunately, I don&#039;t know enough Italian to translate it myself.&lt;br /&gt;
:: Neither do I --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*There are two places in SysCheck.bat which use &amp;quot;%NO%&amp;quot; (lines 46, 164). I don&#039;t see that set anywhere. I think you meant something like &amp;quot;%clErr%NO%clOff%&amp;quot;? It&#039;s also possible to remove &amp;quot;set NO=&amp;quot; line from EnvClean.bat.&lt;br /&gt;
:: Thanks I will fix that --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
*Apply.bat has two overt redirections to stderr (lines 830, 831). Since you&#039;re doing the stderr redirection support check several times, you may want to centralize it in Xcusetup.bat and than use something like %output%.&lt;br /&gt;
:: This is why you used to have to do &amp;quot;/E:16384&amp;quot; and why DosBox crashed so often. I have to keep under 950 bytes of environment usage. &lt;br /&gt;
::: I still have to do &amp;quot;/E:1024&amp;quot; etc. since 4Dos default environment size is 512 bytes. I think it&#039;s possible to save a bit more though by using a trick: instead of using %OLDPATH%, save the value of %PATH% to a batch file (&amp;quot;echo set PATH=%PATH &amp;gt;&amp;gt;&amp;quot; etc.) and then run said file after running EnvClean.bat at the end. There&#039;s more savings in this approach than just %OLDPATH%, since there are environment variables which tend to exist in DosBox before running xcusetup and can be cleared: %COMSPEC% (unused after DosBox test), %BLASTER% (iff sb emulation is on), %ULTRASND% and %ULTRADIR% (iff gus emulation is on). These can be unset at batch file start to save space and later restored by the temporary batch file. [[User:Cesium|Cesium]] 20:24, 18 February 2010 (EST)&lt;br /&gt;
::::All true DOS&#039;s only have 512 by default. I had thought about doing something similar with the default.bat and lastop.bat. using a series of of jumps to read it parts and then creating flag files for each setting. This would eliminate the need for most of the environment vars, but it also means another week for the overhaul.   --[[User:BladeFireLight|BladeFireLight]] 21:07, 18 February 2010 (EST)&lt;br /&gt;
*Xcomutil.txt line 569: Telling the user to reboot isn&#039;t the best advice for multitasking OSs... Best to limit that advice to DOS. [[User:Cesium|Cesium]] 21:03, 17 February 2010 (EST)&lt;br /&gt;
::: Made sense when it was written. :) --[[User:BladeFireLight|BladeFireLight]] 21:51, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* I&#039;m looking at the autocombat issue you mentioned above.  AutoCombat is designed to kill every alien, no mater if they are unconscious. This has obvious issues with Alien Research.  --[[User:BladeFireLight|BladeFireLight]] 22:42, 17 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 384===&lt;br /&gt;
* Hooray! This build is much better. I did find some stuff on initial check though:&lt;br /&gt;
* The number of aliens in the mission report is inconsistent with the number of live aliens captured per research help. See [[Image:Alien_numbers_mismatch.zip]] and [[Image:Dead_alien_count.zip]]. &lt;br /&gt;
* You can get X-COM MIA if you abort a mission, even if everyone is in the exit. Possibly a second stage bug only? See [[Image:X-COM_MIA.zip]]. Note that this only affects the report - after mission all the X-COM troops are still available.&lt;br /&gt;
:* This happens even on vanilla TFTD with that save. Given it&#039;s TFTD it could be an issue with the mapfiles. --[[User:BladeFireLight|BladeFireLight]] 00:23, 24 February 2010 (EST)&lt;br /&gt;
* Morale is random at start of second stage after autocombat of first stage?&lt;br /&gt;
:* Actually Morale is used as the clip size and time units as the weapon damage. Don&#039;t ask me why. It would take a major re-write of auto combat to fix this. --[[User:BladeFireLight|BladeFireLight]] 19:34, 23 February 2010 (EST)&lt;br /&gt;
* All Civilians are dead if AutoCombat is used to end a Terror mission. It&#039;s too not much of a problem, since score is likely to be positive anyway. It would possibly be an improvement to assume all civs from first stage are dead (if ran at second stage) and get a random number (using mission seed) for dead civs at current stage? [[User:Cesium|Cesium]] 07:00, 22 February 2010 (EST)&lt;br /&gt;
:* This is odd. Autocombat is supposed to skip over civilians when using the kill function. --[[User:BladeFireLight|BladeFireLight]] 00:18, 24 February 2010 (EST)&lt;br /&gt;
::Maybe kill civilians (or not) according to the force ratios. If XCom has only enough force to win the mission, all Civilians are dead. If XCom bring a certain amount of &amp;quot;excessive force&amp;quot;, all or nearly all Civilians are saved. By the way I love AutoCombat, it is great for avoiding repetitive combat and only playing the new, interesting bits. [[User:Spike|Spike]] 15:53, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Thinking about this, I recalled the scenario where someone fights the mission and uses AutoCombat to hunt the last aliens (another reason AutoCombat is great). Spike&#039;s suggestion is better from pure RNG, since in this case probably all civs that were at risk already died. So lets see what we suggest XcomUtil do:&lt;br /&gt;
&lt;br /&gt;
:::* Count civs from first stage if there was one as dead (since IIRC XcomUtil has no memory of first stage when exiting second stage, so we can&#039;t take them into account?).&lt;br /&gt;
:::* Deduct dead civs from current stage.&lt;br /&gt;
:::* Calculate extra dead civs using force ratio to bias the RNG (I prefer merely biasing the RNG rather than precluding results, since Xcom in general has a large variance in almost every gameplay mechanic). [[User:Cesium|Cesium]] 18:27, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;if %xOS%. == DosBox. if %xOS%. == 4DOS. if %xOS%. == Unknown. dir *.xcf&amp;quot; - this is not an OR statement. This line will simply never be executed. You can use a goto to emulate if/else and to test the condition only once, e.g.:&lt;br /&gt;
&lt;br /&gt;
  if NOT %xOS%. == DosBox. if NOT %xOS%. == 4DOS. if NOT %xOS%. == Unknown. goto win&lt;br /&gt;
  dir ...&lt;br /&gt;
  goto next&lt;br /&gt;
  win:&lt;br /&gt;
  dir /b ...&lt;br /&gt;
  next:&lt;br /&gt;
[[User:Cesium|Cesium]] 07:42, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Build 435===&lt;br /&gt;
: I hope the improved randomness doesn&#039;t apply to the Aliens&#039; d100 during AutoCombat. Otherwise, one could load-scum for success. [[User:Cesium|Cesium]] 06:33, 11 March 2010 (EST)&lt;br /&gt;
:: Actually it does. I can see what your getting at, but why do it that way. if you want to win the &amp;quot;WIN&amp;quot; command line option is faster and you get better loot from the UFO. also using the combat date would also swing the other way with an unwindable autocombat with an fully loaded avenger vs a survey ship. --[[User:BladeFireLight|BladeFireLight]] 17:41, 11 March 2010 (EST)&lt;br /&gt;
: In the setup question for sound files: &amp;quot;were replace&amp;quot; should be &amp;quot;were replaced&amp;quot;. [[User:Cesium|Cesium]] 06:53, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open Bugs==&lt;br /&gt;
*Various second stage bugs - ammo clip recovery, crashes after autocombat of first stage, etc. Mainly for TFTD, but possibly Cydonia in UFO is also affected.&lt;br /&gt;
*RPL bug, when you turn creatures into Gill Men, they are reported as Snakemen&lt;br /&gt;
:: Reported how? Is this consistent? The name&#039;s used are from xcomutil.cfg. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST)&lt;br /&gt;
:::Sorry. It&#039;s reported in morale failure pop up messages. Though maybe this is an original TFTD bug rather than an XComUtil bug. [[User:Spike|Spike]] 19:21, 21 February 2010 (EST)&lt;br /&gt;
::: See this: [http://www.youtube.com/watch?v=uGlSghf7aTU]. In that case, all Gill man (were lobster man before RPL) were reported as snakemen.. [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST)&lt;br /&gt;
*RPL bug, when you turn Lobstermen into other creatures (e.g. Gill Men), they are very hard to kill despite having the stats of the creature they turned in to. Possibly they are keeping their damage resistance? Maybe the race is stored in more than one place, for different purposes, and XComUtil misses one of these places?&lt;br /&gt;
:: I will look into this --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: The RPL only changes the basics; The race, rank, name, TimeUnits, Health, Energy, Reactions, Armor(front,back,left,right), Strenght and PSI Strenght. All other stats are left as-is. --[[User:BladeFireLight|BladeFireLight]] 18:50, 21 February 2010 (EST) &lt;br /&gt;
:::: I&#039;m not so sure about this. See 05:00 mark at [http://www.youtube.com/watch?v=y-_zLdjhUHI]. The armour doesn&#039;t match the one Gill man should have (per UFOpaedia, at least). [[User:Cesium|Cesium]] 19:34, 21 February 2010 (EST). See also 04:17 mark at [http://www.youtube.com/watch?v=z5LfzFSkRnI] for reason to suspect resistances aren&#039;t always changed. It&#039;s possible he just was unlucky though... [[User:Cesium|Cesium]] 19:53, 21 February 2010 (EST)&lt;br /&gt;
::::: Actually the function is something like this&lt;br /&gt;
&amp;lt;pre&amp;gt;#define UpdateStat(x,y) pur-&amp;gt;x = (unsigned char) \&lt;br /&gt;
( ( (unsigned int)pur-&amp;gt;x                         \&lt;br /&gt;
  * (unsigned int)pasTo-&amp;gt;y                       \&lt;br /&gt;
  ) / (unsigned int)pasFrom-&amp;gt;y )&lt;br /&gt;
    UpdateStat( TimeUnits0,  TimeUnits   );&lt;br /&gt;
    UpdateStat( Health0,     Health      );&lt;br /&gt;
    UpdateStat( Energy0,     Energy      );&lt;br /&gt;
    UpdateStat( Reactions0,  Reactions   );&lt;br /&gt;
    UpdateStat( AFront0,     AFront2     );&lt;br /&gt;
    UpdateStat( ALeft0,      ALeft2      );&lt;br /&gt;
    UpdateStat( ARight0,     ARight2     );&lt;br /&gt;
    UpdateStat( ARear0,      ARear2      );&lt;br /&gt;
    UpdateStat( AUnder0,     AUnder2     );&lt;br /&gt;
    UpdateStat( Strength,    Strength    );&lt;br /&gt;
    UpdateStat( PsiStrength, PsiStrength );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::: the 0&#039;s are values at start of tactical. &lt;br /&gt;
::::: I read that as Current(from game_x) * Target default(from xcomutil.cfg) / source default (from Xcomutil.cfg) so the stats will be different. --[[User:BladeFireLight|BladeFireLight]] 21:33, 21 February 2010 (EST)&lt;br /&gt;
:::::: I&#039;d have expected Current(game_x) == Source default if applied on first turn? This would end up with result == Target default, no? Hmmm... We already saw some compiler multiplication wackiness with the research help bug. Possibly this affected these calculations too?&lt;br /&gt;
:::::: As for the code, you&#039;re not updating PsiSkill, so non Psi-users can&#039;t get Psi after RPL. [[User:Cesium|Cesium]] 22:03, 21 February 2010 (EST)&lt;br /&gt;
::::::: I didn&#039;t write this. I&#039;m amusing Scott did it this way to adjust for difficulty because XcomUtil.cfg has the beginner level stats. It need&#039;s an overhaul to use the full stat entries including the unknowns adjusted correctly for the level.  Something for latter. --[[User:BladeFireLight|BladeFireLight]] 22:09, 21 February 2010 (EST) &lt;br /&gt;
:::::::: For this specific issue I think you will need to update 0x37 of [[UNITREF.DAT]] which is the Damage Modifier. In addition to the Psi Strength. Also Firing Accuracy, energy regen rate, movement class... loads of stuff. And of course LOFTEMPS. So with current RPL not changing LOFTEMPS, changed aliens are the wrong size and shape probably. This would be visible using the LOFTEMPS map viewer I suppose. [[User:Spike|Spike]] 18:39, 9 March 2010 (EST)&lt;br /&gt;
*[[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
:: I hope to overcome this but Scott&#039;s notes point to a technical limitation. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Removal of Small Scout map / Survey Ship map, making it impossible to do these Battlescape missions. &lt;br /&gt;
:: 9.7 only removes the maps if you use the BFG. This will be addressed eventually.  --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Was it really intended to &#039;&#039;&#039;not&#039;&#039;&#039; have nerfed the [[Manufacturing_Profitability#XComUtil_manufacturing_profitability|Profitability]] of the Fusion Ball Launcher along with everything else? More generally, the profit nerfing could be revised to be more orderly and more systematic.&lt;br /&gt;
:: I dont really know what Scott intended as for the profiteering off of the changed items. If you want to suggest alternative values I&#039;m open to discussion. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: A preliminary suggestion would be to make the Fusion Ball Launcher similarly difficult to manufacture as the Plasma Beam, so about ten times harder vs the unmodified game. E.g. Workshop space 6 -&amp;gt; 60, 400 -&amp;gt; 4000 Engineer hours. And perhaps require 4 Elerium and 20 Alloys, placing it midway between Laser Cannon and Plasma Beams. These changes (even without the materials) make the FBL unprofitable, like the (modified) Plasma Beam. I&#039;m sure part of Scott&#039;s intent was to prevent &amp;quot;Laser Cannon Factories&amp;quot;, but &amp;quot;FBL Factories&amp;quot; are 75% as profitable.&lt;br /&gt;
::: General reform of the profitability of manufacturing would require a lot of thought. Suffice to say I don&#039;t think &#039;&#039;&#039;any&#039;&#039;&#039; thought went into this for the original game.  In reforming the economics of XCom, a basic problem is that realism is at odds with game balance. Realistically, governments would pay handsomely for almost anything XCom can produce. What would be reasonable is to get a moderate rate of return, rising more or less linear with investment (research effort), for &#039;&#039;all&#039;&#039; items. For game balance, this could be tweaked down for items that are useful in the game, or have research predecessors / successors that are useful in the game. A simpler case is to say that no item has negative profit, you can at least get &#039;cost price&#039; back for it. Aircraft should arguably be in this category (since they would sell for 100s of millions which would be totally unbalancing). A rationalisation for nerfing any prices is that the money received by XCom is not the whole sale amount, but just a small commission paid by the Council of Funding Nations, which actually controls the sales and takes (in exchange for its funding) most of the profits. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
:::: FBLs are already pretty useless, and you want to nerf these further? I&#039;d rather think of a way to make them more useful in-game, otherwise the profit should be kept (Note how it&#039;s the mostly useless craft weapons which are profitable - I suspect there was some thought into this..). In comparison, the Laser Cannon profit does get nerfed with XcomUtil, but we get a useful weapon instead. I&#039;d suggest a modified FBL will have a very high elerium requirement, and the power of the weapon should be raised a bit to compensate. [[User:Cesium|Cesium]] 20:04, 8 February 2010 (EST)&lt;br /&gt;
::::: For example: Raise power to 240, and add another charge (almost enough to sink a battleship if a craft has two FBLs loaded), but make it cost 100 elerium to make launcher. Raise hours for Balls by factor of 10. [[User:Cesium|Cesium]] 20:16, 8 February 2010 (EST)&lt;br /&gt;
::: Actually you&#039;re right, it makes more sense to make FBLs viable, instead of (just) nerfing the profits. Obviously high Elerium requirements will make them non-profitable. But of the 2 problems - making things useful and preventing &#039;factory farming&#039; - I think making things useful is more important. I didn&#039;t realise FBLs were not tactically useful. I&#039;ve never built them, only Plasma Beams. 3 ammo is reasonable, it means that 2 FBL armed aircraft have a good chance to take down a Battleship, if they can fire 9-10 out of 12 fusion balls before they are both killed. But 100 Elerium is way too much for an improved FBL that&#039;s only slightly more powerful. I think my suggestion (4 Elerium, 20 Alloys, 10x hours, 10x space) fits with the requirements of other XComUtil-modified weapons. Combined with your suggestion of 3 ammo and 240 damage, I think it would make FBLs &#039;&#039;useful&#039;&#039; again, which is one of the original goals of XComUtil. &lt;br /&gt;
::: Of course, it&#039;s &#039;&#039;possible&#039;&#039; that Scott was cleverly making FBLs useful, by making them so much cheaper (net) to manufacture than Plasma Beams. In an XComUtil modified game, you might well deploy FBLs first, and only work your way up to Plasma Beams later, because of the huge manufacturing costs of Plasma Beams. But personally I think it was an oversight. [[User:Spike|Spike]] 17:21, 9 February 2010 (EST)&lt;br /&gt;
:::: I&#039;ve never played with XcomUtil modified lasers, so if you say this fits in better that&#039;s fine with me. It&#039;s unfortunate it involves increasing space: inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
:::: Actually the energy weapon mod means they uses more &#039;&#039;workshop&#039;&#039; space to build but not more inventory space to store.&lt;br /&gt;
::::However &amp;quot;An army marches on its stomach &amp;quot;, Napoleon said, by which he meant that wars are won or lost on logistics. Other famous commanders have said similar things. So a general should pay attention to logistics. One of the great things about XCOM is it&#039;s not just a tactical game, it&#039;s a combined political - strategic - operational - tactical game. [[User:Spike|Spike]] 04:37, 14 February 2010 (EST)&lt;br /&gt;
*Zrbite lying around in odd places. Objects lying around in odd places in general - these are map modifying errors, probably only occur when customising terrain etc.  &lt;br /&gt;
:: Will be part of an overhaul of the BFG --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
*Also the &#039;&#039;&#039;xcsetup.bat&#039;&#039;&#039; prompt for the option of less-profitable weapons manufacturing is misleadingly called &amp;quot;new laser weapons&amp;quot;. This should be much more clear eg &amp;quot;Much more difficult to manufacture advanced weapons [except FBLs]&amp;quot; or similar.&lt;br /&gt;
:: This seems to be a common complaint. I will look into better wording. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: Actually it might be an idea to break this up into sub-options. It does a lot of things!  The &amp;quot;new laser weapons&amp;quot; option requires the use of extra alien materials in order to manufacture almost all energy beam weapons (not just lasers). It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to use captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). As Scott says this &amp;quot;seriously changes the economics of the game&amp;quot;. It also significantly alters the balance of firepower in the air and (to a lesser extent) on the ground. [[User:Spike|Spike]] 19:40, 8 February 2010 (EST)&lt;br /&gt;
*There is a small problem in editing/customising craft using &#039;&#039;&#039;XComUtil.cfg&#039;&#039;&#039;. Certain X-Com craft weapon values - the rate of fire value - can&#039;t be set. Or more specifically, they can be set (patched) in the executable but it has no effect in the game. To avoid confusion they should perhaps be removed from the format of custom craft, or commented out. (This rate of fire patching &#039;&#039;might&#039;&#039; work on UFOs, haven&#039;t tested it). &lt;br /&gt;
:: Can you be more specific? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
::: There is a section in &#039;&#039;&#039;xcomutil.cfg&#039;&#039;&#039; which is used for patching XCom craft weapon characteristics. This is where Scott changed values for the Laser Cannon, etc. Probably very few people use these fields. I only used them because I was doing research into the game mechanics. One of the values changed in this section is the reload time. These values are present in the executable, and can be patched, but patching them has no effect (other than to change the UFOPaedia entry). The reload time seems to be hard coded elsewhere in the executable, based (broadly) on the class of weapon. So you might want to comment this column with an  a note saying &amp;quot;cannot be modified for combat&amp;quot;. On the other hand I could be wrong, or someone still might want to modify these fields. Discussion is at [[Talk:UFO_Interception#Observed_Rates_of_Fire]]. Offsets are at [[Talk:GEOSCAPE.EXE#Craft_weapon_stats]]. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
:::: Or maybe change these display-only values so that they reflect the [[Talk:UFO_Interception#Observed_Rates_of_Fire|observed reload rates]]? I am not yet 100% sure I have got these right, might want to wait until I do some more confirmation tests. [[User:Spike|Spike]] 15:26, 22 February 2010 (EST)&lt;br /&gt;
*EQL only works on turn 1 (see discussion above)&lt;br /&gt;
::: Added to my to do list. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
*Remove 3rd burst for Pistol - it&#039;s already good enough, as NKF has shown&lt;br /&gt;
::: do you have a link to NKF&#039;s comments? --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
:::: Having trouble finding his comments, maybe he&#039;ll show up here! See [[Rifle_vs_Pistol]], also [[Talk:Squad_Composition_and_Tactics#Starting_Sniper_Weapon]]. If anything there is a case for the Pistol to be nerfed slightly (eg Damage=20, Ammo=8), or for the Rifle to be buffed. Also worth looking through [[Weapon Analysis]] for general thoughts on weapon power and balance. The weapon set in EU is actually remarkably well balanced already. &lt;br /&gt;
::::: Further to this - not a bug but it&#039;s really wrong for a projectile weapon, a firearm, to have the same accuracy on Auto as on Snap fire (60). Even plasma weapons have Auto accuracy somewhat lower than Snap. If you reduce the Pistol burst mode accuracy by anything less than 2/3rds, the burst function is still useful, but more balanced. Actually even with a reduction of &#039;&#039;greater&#039;&#039; than 2/3rds, it would be useful, because of the increased damage at point blank range. Which is perhaps realistic for a burst-mode pistol. 60 Accuracy is higher than any Auto weapon in the game, for what ought to be the least accurate auto weapon. The best auto firearm is the Rifle at 35. Anything over 20 is still a bonus for the Pistol. How about 25? This still gives burst mode a 25% edge over Snap mode at long ranges, and a big improvement at close/point blank. 30 would make it more accurate than a Laser Pistol is on Auto (28), which is hard to justify. Admittedly the Pistol burst mode uses 3x (?) the TUs, so maybe some latitude can be given. Maybe go to 30 Accuracy, then, but no higher. [[User:Spike|Spike]] 19:49, 11 February 2010 (EST)&lt;br /&gt;
:::::: An interesting idea. Scott felt that this was just to make the pistol useful by allowing three snaps to be treated as one action so you dont deal with Reaction fire. The end results is the massive time units and same accuracy.  If I lowered the accuracy I would have to lower the time to.  I believe there is a reason the pistol doesn&#039;t have full auto in the vanilla game.  You have seen a military issue full auto pistol?  --[[User:BladeFireLight|BladeFireLight]] 21:15, 11 February 2010 (EST) &lt;br /&gt;
: Indent reset! I can&#039;t remember what my comments were either, but it&#039;s probably has to do with the weapon anaylsis and how useful snap shots already are. &#039;tis a jolly good weapon. I agree that you can&#039;t just make the auto mode identical to three snaps - you&#039;ve got the added bonus of uninterrupted fire for the first two shots. You need to pay this off either with reduced accuracy or increase the usage cost. &lt;br /&gt;
: For consideration, I was actually fiddling with the weapons a few months back and was testing a 10% accuracy burst mode at 15% TU costs. I think 10 or 15 AP damage. Turned out way-way too powerful a weapon (against soft enemies) - and this was on a rookie I just picked randomly. It was probably too fast, but it still worked fairly well at 10% accuracy. 60% accuracy does feel quite high. -[[User:NKF|NKF]] 00:14, 12 February 2010 (EST) &lt;br /&gt;
:: Exactly. The point is that a 3-rd burst makes the Pistol more useful, &#039;&#039;even if the per-shot accuracy is lower&#039;&#039;, because you get 3 attempts to kill the target before it Reaction Fires, rather than just one. As long as the &#039;&#039;net&#039;&#039; 3-rd accuracy isn&#039;t less than a single Snap shot, the weapon has been improved. The break-even point is about 26% accuracy on auto. At this level, 3 rounds have a ~60% chance of getting &#039;&#039;at least one&#039;&#039; hit. Even if the 3-rd accuracy was lower than a single Snap shot, you would still get the advantage of multiple hits at very close range. I would strongly suggest no more than 25% accuracy for Pistol auto burst, at the same level of TUs (3x Snap right?). This will definitely still be a significant improvement for the Pistol. Probably what was not fully understood at the time Scott did the original mod, is that the Pistol is arguably &#039;&#039;already&#039;&#039; the most effective starting weapon, certainly against the initial opponents. [[User:Spike|Spike]] 13:19, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Fusion weapons inconsistently exempted from the &amp;quot;more difficult&amp;quot; energy weapons manufacturing option (&amp;quot;alternate laser Tech&amp;quot;).  Blaster Bombs and Blaster Launchers, Fusion hovertanks and ammo, and Fusion Balls and Fusion Ball Launchers - none of these are harder to build or use with the &amp;quot;alternate Tech&amp;quot; option. Why make laser weapons/tanks and plasma weapons/tanks harder but not Fusion weapons? It&#039;s not consistent. I wonder if Scott didn&#039;t look at these because he never used Blaster Launchers or Fusion Hovertanks, as he considered them to unbalancing already? And ignored FBLs because, well, most people ignore them? But this should be consistent. Or, the &amp;quot;harder weapons&amp;quot; option could be broken down into sub options, e.g. for each weapon technology:&lt;br /&gt;
** Much more expensive (typically: add some exotic materials, 10x workshop space and 10x Engineer hours)&lt;br /&gt;
** Can/can&#039;t manufacture the battlescape weapons/tanks (pure alien weapons only)&lt;br /&gt;
** Can/can&#039;t manufacture the ammo (pure alien weapons only) &lt;br /&gt;
:Personally I would prefer it to be all-or-nothing but include the Fusion weapons as being more difficult to make and use. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* SteamSetup.bat won&#039;t run from DOSBox. It says &amp;quot;This needs to be run from Windows&amp;quot;. Though, does it make any sense to run SteamSetup.bat under DOSBox (eg for a linux system with no Steam)? [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* It&#039;s actually quite hard to downgrade to DOSBox 0.72 in Ubuntu. Only 0.73 is offered, there is no ability to Force back to a lower package level with Synaptic Package Manager. Unix guru skilz are required to rollback to 0.72, and I guess 0.74 is not around yet, or not packaged for Ubunut APT? Is there any way to fudge around this, e.g. by providing the command line arguments in an optional text file for xcusetup.bat to parse? Having said that, even with no command line arguments, xcusetup hangs on my 0.73 DOSBox while executing SDUMP. I had to reboot in Windows to run xcusetup.bat - something that is only possible on a dual boot machine / Wubi machine. [[User:Spike|Spike]] 08:02, 7 March 2010 (EST)&lt;br /&gt;
** Try using a different batch interpreter like 4DOS [http://www.4dos.info] to execute xcusetup inside DosBox. I tested this throughly before under DosBox/Linux and it works well with recent 9.7 builds. I suggest running &amp;quot;config -set cpu core=dynamic&amp;quot; and &amp;quot;config -set cpu cycles=max&amp;quot; before xcusetup to speed it up (xcusetup doesn&#039;t detect DosBox when 4Dos is run, so it doesn&#039;t run these automatically unlike normal DosBox case). [[User:Cesium|Cesium]] 09:48, 7 March 2010 (EST)&lt;br /&gt;
** Oh, and downgrading isn&#039;t that difficult: Get a dosbox 0.72 deb, and run &amp;quot;dpkg -i&amp;quot; on it, and then do &amp;quot;echo dosbox hold | dpkg --set-selections&amp;quot; to prevent future upgrades. [[User:Cesium|Cesium]] 09:50, 7 March 2010 (EST)&lt;br /&gt;
** Another option is to install the dosemu package, and run xcusetup under that. EU/TFTD can be run under that, but it doesn&#039;t work as well there. (Oh, and there&#039;s no mount command there. UFO/TFTD needs to exist under ~/.dosemu/drive_c which is C:) [[User:Cesium|Cesium]] 11:42, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Cesium I will check this out. I still think it would be good to have a solution that works for people who are not knowledgeable with the unix command line though. [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Why use Linux if you dont know how to use the console? It is a text mode OS with a separate GUI. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Well Ubuntu is a bit different, as it&#039;s supposed to be an OS for the general public, where you never need to touch text mode! Incidentally I can&#039;t find any DEB or other packages for 0.72, all that is available on the DOSBox website is the source code. They really don&#039;t seem to realise that 0.73 is buggy! So I guess I will need to &#039;&#039;&#039;make&#039;&#039;&#039; it. Or just wait for 0.74 as I think it&#039;s out soon. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: See [http://archive.ubuntu.com/ubuntu/pool/universe/d/dosbox/] for 0.72 debs. Unlike Windows, package systems in Unix land are centralized, so best location to search is typically a package server mirror or a distro mirror, not a vendor&#039;s website. [[User:Cesium|Cesium]] 17:36, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;cfg/ShipDefU.txt&#039;&#039;&#039; has the XCU values for improved Laser Cannon (35/35/35), not the original values (21/35/70). Is this correct - is this file supposed to be the original defaults? [[User:Spike|Spike]] 10:15, 7 March 2010 (EST)&lt;br /&gt;
:: I was unawhare that this had been changed. The weapons are not prompted for any change so they should not be changed. I&#039;m reseting them all to defaults and looking to see if Scott had anything about them in the notes. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat issues ===&lt;br /&gt;
* Day vs Night&lt;br /&gt;
** The Day/night algorithm breaks. For example, at any point when XCom has twice more flare-carrying soldiers than there are aliens, XCom is actually &#039;&#039;stronger&#039;&#039; in darkness than it would be in full daylight. Toward the end of a battle this is a very common situation. But fixing the algorithm is tricky. What might work is to give -10 for each Soldier in darkness, reduce from -20 to -10 for each Alien in darkness, then add back +10 for every soldier with a light source. Thus there is no way XCom can go &#039;net positive&#039; from light sources. &lt;br /&gt;
:: If you have more units then they do you can see more of the battle field. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:::It never makes sense for XCom to be stronger at night, than during the day, for the same force ratio. But that is what happens. An example. 10 XCom soldiers with flares and 3 aliens. At night there is an extra -30 modifier for the aliens, but a +100 modifier for XCom, net +70. The same 10 soldiers against the same 3 aliens are +70 &#039;&#039;more&#039;&#039; effective in darkness than they would be in daylight. It does not make any sense. [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
** The definition of a light source should be expanded to include a Flare &#039;&#039;or&#039;&#039; an Incendiary weapon. In fact, one Incendiary-capable weapon of any type (AC/HC/HjC/GC), with appropriate Incendiary rounds carried, should be enough for the entire squad to be considered as having a light source. But this may be hard to implement without a special flag and a special pre-search for a valid Incendiary weapon, since AutoCombat normally scores by individual soldiers, not by whole squads. &lt;br /&gt;
:: This would take a rewrite. currently the ammo is not used by W:   --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST) &lt;br /&gt;
** To be honest I would prefer that each soldier without a light source in darkness is 50% effective, each soldier with a light source (personal or squad), is 75% effective. Meanwhile how about this:&lt;br /&gt;
&lt;br /&gt;
 //Darkness&lt;br /&gt;
 -10  L:-9 u:-2                  // Human in Darkness &lt;br /&gt;
 &lt;br /&gt;
 +10  L:-9 u:-2 W:-27 U:-        // Human in Darkness w/Flare -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-4  W:-7  U:-  // Human in Darkness w/In ammo and launcher HC/GC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-8  W:-11 U:-  // Human in Darkness w/In ammo and launcher AC/HjC-IN -OR-&lt;br /&gt;
 +10  L:-9 u:-2 W:-12 W:-15 U:-  // Human in Darkness w/In ammo and launcher IN Rkt/Torp&lt;br /&gt;
 &lt;br /&gt;
 -10  L:-9 u:4-14                // Alien in Darkness&lt;br /&gt;
:: Only thing I see is that this &#039;&#039;must&#039;&#039; come at the end. The U:- removes the unit from further consideration. --[[User:BladeFireLight|BladeFireLight]] 19:58, 9 March 2010 (EST)&lt;br /&gt;
::: Yes, to use the U: flag for this &amp;quot;OR&amp;quot; function, it must come at the end of the section for humans. That&#039;s how I have it my updated AutCombt.txt, these fragments are a bit out of context. It&#039;s not critical to have the &amp;quot;OR&amp;quot;, it&#039;s just nice-to-have as it stops someone cheating by having a flare and one of each loaded incendiary launcher weapon in each hand and in their backpack, to get quadruple score. But hopefully people are unlikely to cheat at AutoCombat, there are easier ways such as the WIN flag. [[User:Spike|Spike]] 20:39, 9 March 2010 (EST)&lt;br /&gt;
* The Zombie is rated the same as a tank, a Chrysallid/Tentaculat or an effective Psi alien (-50). I think this is too high, as Zombies are much weaker than those units. A Zombie should be maybe -25. &lt;br /&gt;
: Disagree. the zombie should be slightly higher then a Chrysallid/Tentaculat as it will become one and you have to kill it twice. --[[User:BladeFireLight|BladeFireLight]] 18:11, 7 March 2010 (EST)&lt;br /&gt;
:: OK good point! [[User:Spike|Spike]] 20:42, 7 March 2010 (EST)&lt;br /&gt;
* Area effect weapons (HE, IN, Small Launcher) should have at least the same bonus as effective-on-Auto weapons (+5). This is because they can damage/kill multiple targets. (The AC/HjC should not get both bonuses however.)&lt;br /&gt;
&lt;br /&gt;
 //Area Weapons. ToDo: compensating bonus for aliens. should not be cumulative. check if &amp;quot;effective?&amp;quot;&lt;br /&gt;
 +5   u:-2 W:-4  W:-6            // Human w/HE ammo and launcher HC/GC-HE&lt;br /&gt;
 +5   u:-2 W:-8  W:-10           // Human w/HE ammo and launcher AC/HjC-HE&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Sm HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-12 W:-13           // Human w/HE ammo and launcher Lg HE Rkt/Torp&lt;br /&gt;
 +10  u:-2 W:-42 W:-43           // Human w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 +25  u:-2 W:-40 W:-41           // Human w/ Blaster/DP Launcher and ammo&lt;br /&gt;
 &lt;br /&gt;
 -10  u:4-14 W:-42 W:-43		// Alien w/ Stun/Shok Launcher and ammo&lt;br /&gt;
 -25  u:4-14 W:-40 W:-41		// Alien w/ Blaster/DP Launcher and ammo&lt;br /&gt;
&lt;br /&gt;
::Having tested the first 2 rules, the first rule (HC-HE) does not work unless you remove the ammo specifier W:-6, making it just a test for an HC. But weirdly the second rule (AC-HE) works fine with its ammo specifier in place. Odd. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Pistols with the burst mode option should not count as Auto weapons (maybe they don&#039;t).&lt;br /&gt;
: Burst and snap are based on default stats --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
* Blaster Launchers / DPLs (with ammo) should be worth as much as a tank, e.g. +/- 50 (including the single shot effective bonus it should already get - see suggested rule above under area weapons)&lt;br /&gt;
* Should distinguish between tanks. Even with improved armour, a Tank/Cannon is not the same as a Fusion Hovertank. I would suggest a range of 25 for a Tank/Cannon to 75 for a Hovertank/Fusion. Maybe 40 for a Tank/Rocket, 50 for Tank/Laser, 60 for a Hovertank/Plasma?&lt;br /&gt;
:This does not seem to be possible with the existing ruleset as all Tanks are unit type 3&lt;br /&gt;
::Hmm, byte 42 of [[UNITREF.DAT]] is Rank but also Tank chassis. So this &#039;&#039;might&#039;&#039; allow distinguishing tracked tanks from hover tanks, at least. An alternative approach would be to pick some stat (that has a StatStrings statid) and set it to a different unique value for each tank type. [[User:Spike|Spike]] 18:32, 9 March 2010 (EST)&lt;br /&gt;
* Flying units (either side) should be worth say +/- 5&lt;br /&gt;
:Not possible for XCom as no distinction between Power Suit and Flying Suit. Would be possible for aliens eg:&lt;br /&gt;
&lt;br /&gt;
 -5   T:0- u:6-6		// Flying Alien - Ethereal&lt;br /&gt;
 -5   T:0- u:8-8		// Flying Alien - Floater&lt;br /&gt;
&lt;br /&gt;
* If the squad is carrying some Smoke or Dye that should be worth maybe +5 - +10. But since the aliens don&#039;t ever carry that, you need some balancing factor for them. &lt;br /&gt;
&lt;br /&gt;
 +1   u:-2 W:-20		// +1 per human with smoke grenade(s) (hopefully not +1 per grenade!)&lt;br /&gt;
&lt;br /&gt;
* Effective melee weapons should be counted. This is particularly important in TFTD when ranged weapons may be ineffective, e.g. vs Lobstermen. &lt;br /&gt;
* Similarly if the enemy are in heavy armour and therefore a soldier/alien does not have an effective weapon, any HE Pack / Alien Grenade / Sonic Pulser should be counted for something (if it is &amp;quot;effective&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 //Melee weapons&lt;br /&gt;
 +5   u:-2 W:1- W:-26		// Human w/o effective ranged weapon but w/ Stun Rod&lt;br /&gt;
 +5   u:-2 W:3-26		// Human w/ effective Stun Rod (cumulative to above)&lt;br /&gt;
 &lt;br /&gt;
::The second rule doesn&#039;t work at all, it looks like it counts all items of types 3-6. The &amp;quot;superiority&amp;quot; function (first value before the hyphen) does not seem to operate, probably because it is a melee weapon. [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
::: did you try W:255-26 ? not that I know if it would work. AutoCombat doesn&#039;t recognize stun rods as weapons when applying damage.--[[User:BladeFireLight|BladeFireLight]] 21:01, 9 March 2010 (EST)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 //Grenades&lt;br /&gt;
 +5   u:-2 W:1- W:-19		// Human w/o effective ranged weapon but w/ effective grenade(s)&lt;br /&gt;
 +5   u:-2 W:1- W:-21		// Human w/o effective ranged weapon but w/ effective prox grenade(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-22		// Human w/o effective ranged weapon but w/ effective HE pack(s) &lt;br /&gt;
 +5   u:-2 W:1- W:-44		// Human w/o effective ranged weapon but w/ effective Alien grenade(s)&lt;br /&gt;
 &lt;br /&gt;
 -5   u:4-14 W:3-44		// -5 per Alien with effective Alien Grenade(s) (hope not -5 per grenade!)&lt;br /&gt;
:: Only one per unit. --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
::: Tested ok too! [[User:Spike|Spike]] 20:41, 9 March 2010 (EST)&lt;br /&gt;
* AutoCombat victories should award all UFO Components, not just some Navigation, Elerium and Alloys.&lt;br /&gt;
* Every Civilian on the map should be a penalty to XCom of maybe -5, due to the distraction effects of trying to save them / avoid killing them. &lt;br /&gt;
&lt;br /&gt;
 -5  u:15-16 U:-                 // Civilian distraction effect, no further effect&lt;br /&gt;
&lt;br /&gt;
Let me know if I should try to work some of this up as AutoCombat rules. Some of it requires new coding of course, but a lot of it could probably be done with existing rules. [[User:Spike|Spike]] 13:15, 7 March 2010 (EST)&lt;br /&gt;
: I dont plan on any changing to the underlying code yet. Your welcome to make up a new set of rules and testing them out. --[[User:BladeFireLight|BladeFireLight]] 18:23, 7 March 2010 (EST)&lt;br /&gt;
:: OK added some rules above. I have not tested them yet, some of the syntax might not work. [[User:Spike|Spike]] 17:25, 9 March 2010 (EST)&lt;br /&gt;
::: Syntax looks good to me. Give them a test and let me know how they go.&lt;br /&gt;
::: Just a quick note on how AutoCombat works. First the success percent chance is calculated using the AutoCombat StatStrings, dead and unconscious units dont count. (those that bleed to death are considers alive, need to fix this). If it&#039;s below AbortThreshold it aborts. If it&#039;s 100-199 then change to 90. 200+ change to 95 (success is never a guarantee.) Aliens roll d100, if over your success chance you lose. If You win. Then average damage by each side is calculated based on Loaded weapon being carried and time units. All aliens are killed or stunned by X-Com unit chosen at random. Each Alien gets a chance to wound an X-Com unit based on Success Percentage. Randomly choose unit using random damage (max is average alien damage) Leave at least one X-Com Unit alive.   --[[User:BladeFireLight|BladeFireLight]] 20:32, 9 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fixed Bugs==&lt;br /&gt;
* standalone patches the fix the difficulty bug&lt;br /&gt;
::9.7 min install is the dificulty patch and changeing Copy protection questions to all 0&#039;s.&lt;br /&gt;
*Prompted Terrain displays the options but the prompt doesn&#039;t display until after a key press.&lt;br /&gt;
:: I guess Open Watcom&#039;s version of printf does not auto flush to the screen like Borland did.&lt;br /&gt;
*Version detection issues with obscure versions (Italian, 1.2a, etc.) causing corruption or lack of patching.&lt;br /&gt;
:: Cesium; XcomUtil doesn&#039;t have the offset for the copy protection for the Italian version coded. However the file you sent me is detecting as 1.3. none of the offsets will line up.  The offsets Scott used to detect Italian are unique and may have been based on 1.0 or 1.2. Was that a clean unmodified copy? I need a clean one to validate all the offsets and update XcomUtil. --[[User:BladeFireLight|BladeFireLight]] 13:23, 16 February 2010 (EST)&lt;br /&gt;
:: I loaded it up and notice it does not ask for a language. this would imply it&#039;s based on X-Com 1.3 and not UFO 1.3. --[[User:BladeFireLight|BladeFireLight]] 13:33, 16 February 2010 (EST)&lt;br /&gt;
::: I didn&#039;t send you the installer since it&#039;s a mess (it requires some subst magic to work), but it looks authentic. Use the same link as before if you want to take a look at the installer. There&#039;s an Italian readme attached which points to some (now defunct) Italian sites. I didn&#039;t do any changes besides installing X-Com and then testing out XcomUtil. [[User:Cesium|Cesium]] 14:01, 16 February 2010 (EST)&lt;br /&gt;
:::: Italian UFO detection and offsets added, 1.2a offset&#039;s fixed.&lt;br /&gt;
&lt;br /&gt;
*Various default options make the game easier, not harder (&#039;&#039;harder&#039;&#039; being the intent of XComUtil, right?). These should not be defaults. (More discussion at [[Talk:Enemy_Unknown_Extended#Standard_Config_Discussions]]) E.g.&lt;br /&gt;
::: 9.7 only has 3 items on by default. Remove copy protection. Fix Difficulty bug and Split EXE (split EXE can be skiped but not the others). All other options are default to NO.&lt;br /&gt;
::: As for the intent of XcomUtil. Scott added features to &lt;br /&gt;
:::# Increase difficulty.&lt;br /&gt;
:::# Make useless items useful.&lt;br /&gt;
:::# Get the game Started faster.&lt;br /&gt;
::: I have added: &lt;br /&gt;
:::# Don&#039;t make unwanted changes. &lt;br /&gt;
:::# Fix game bugs&lt;br /&gt;
:::::Yes all of those are very sensible. [[User:Spike|Spike]] 19:00, 8 February 2010 (EST)&lt;br /&gt;
::::Latter versions of XcomUtil will turn the last two forced items to prompted. with only the Difficulty bug and the split EXE as Default=Yes. --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Basic tanks using advanced tank stats&lt;br /&gt;
**Improved High Explosive - very powerful in favour of X-Com, especially as alien spawn points and routes aren&#039;t set up to cover holes in UFO hulls. &lt;br /&gt;
**Gauss weapons have infinite ammo&lt;br /&gt;
::: 9.7 has a second option to just the increase power to closer match UFO.&lt;br /&gt;
**Using fighters as transports (carrying soldiers)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Using transports as fighters (weapon hardpoints)&lt;br /&gt;
::: Optional in 9.7 --[[User:BladeFireLight|BladeFireLight]] 22:34, 7 February 2010 (EST)&lt;br /&gt;
**Improved Heavy Laser / Heavy Gauss. OK, this should maybe be a &#039;&#039;recommended&#039;&#039; option since the unpatched weapons are nearly pointless. But, it does make the game easier. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:12, 7 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=XComUtil Wish List=&lt;br /&gt;
Things that are not bugs or inconsistencies in XComUtil but would be Nice To Have&lt;br /&gt;
&lt;br /&gt;
== Features for 9.7 - Interface, consistency and bug fixes ==&lt;br /&gt;
&lt;br /&gt;
=== Categorise Config Options ===&lt;br /&gt;
&lt;br /&gt;
For each option, in the prompt, note which category of option this is, according your list above. E.g. faster start, making the game harder, making useless items useful, bug fix, variant game, etc. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it might be even better to organise the options questions into sections, thematically grouped by these categories. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Items are currently sorted like this.&lt;br /&gt;
* Windows EXE&lt;br /&gt;
* Game Fixes&lt;br /&gt;
* Game Mods&lt;br /&gt;
** Sound&lt;br /&gt;
** Craft&lt;br /&gt;
** Base&lt;br /&gt;
** Equipment&lt;br /&gt;
** Research&lt;br /&gt;
** Units&lt;br /&gt;
** Battlefield&lt;br /&gt;
** Alien Craft&lt;br /&gt;
** Misc&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 19:25, 10 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Improved Base Comes At Cost ===&lt;br /&gt;
&lt;br /&gt;
The Improved Base is supposed to be a &amp;quot;faster start&amp;quot; option rather than a &amp;quot;make the game easier&amp;quot; option. But it does make the game easier, not least because it gives you a load of free base facility improvements. (Not to mention not having to struggle along the first month with only Small Radar and no Alien Containment) To partly avoid making the game easier, please add a sub-option that subtracts the cost of the extra facilities from your starting cash. This should be the &#039;&#039;full&#039;&#039; cost of the extra facilities, not just the difference between e.g. a Small Radar and a Large Radar. &lt;br /&gt;
[[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
: I dont have the offsets to the starting money ranges. so I cant do this.  --[[User:BladeFireLight|BladeFireLight]] 19:13, 10 March 2010 (EST)&lt;br /&gt;
:: I never realised that the starting money is slightly random, I see ranges from $4,125,000 to $4,153,000, in ten samples. Does not seem to depend on Difficulty or starting base location. That is going to be a hard offset to find. [[User:Spike|Spike]] 20:36, 11 March 2010 (EST)&lt;br /&gt;
::: I believe there is no &amp;quot;starting money&amp;quot; anywhere to be found, or rather the starting money is effectively zero but it soon changes: the first thing the game does when you begin a new game is perform a hidden monthly report which grants you money from the funding nations. Only way to decrease it is to lower your rating toward countries (you should be able to hack the starting diplomacy data located at 0x4728F8). Or I could just patch the initial money to be negative instead of zero thus providing lower overall starting money. [[User:Seb76|Seb76]] 15:52, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== BFG Default To Unchanged ===&lt;br /&gt;
&lt;br /&gt;
Is it possible when using the BattleFieldGenerator, for it to detect the actual conditions for the mission (terrain, enemy craft, and light level) and offer these as defaults? [[User:Spike|Spike]] 08:22, 13 February 2010 (EST)&lt;br /&gt;
:Press The esc key at the prompt. (Line 719 in Xcomutil.txt, not that I expect anyone to read the manual :) ) Enter should also work. --[[User:BladeFireLight|BladeFireLight]] 12:34, 13 February 2010 (EST)&lt;br /&gt;
:: RTFM eh? My biggest failing. Maybe you could add an explicit prompt &amp;quot;Esc or Enter = [whatever the unmodified value would be]&amp;quot;. [[User:Spike|Spike]] 15:32, 22 February 2010 (EST)&lt;br /&gt;
::: From what I can see, hitting Escape during BFG makes it continue with &#039;&#039;all&#039;&#039; values reverting to the original conditions. It would be nice to be able to select some but not all original conditions. My main use of this is to turn a night mission into a day mission without the hassle of keeping the landing craft hovering around until the terminator crosses the landing site. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
:::: You could just use the force all daylight option. &lt;br /&gt;
:::: After reviewing Scott&#039;s code. Esc leaves all setting as-is. Pressing enter or any other key not listed will randomly choose for you. I will see if I can change enter to leave as is. --[[User:BladeFireLight|BladeFireLight]] 11:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Features for 9.8+ - New features ==&lt;br /&gt;
&lt;br /&gt;
=== AutoCombat ===&lt;br /&gt;
&lt;br /&gt;
==== Firepower Factors ====&lt;br /&gt;
You might want to consider replacing the weapon offensive weighting factors for Autocombat with some factors that are (inversely) related to the [[Weapon_Analysis#Quantitative_Analysis|% TUs Per Kill]]. I&#039;ve tabulated these for each weapon (including tanks) vs each alien race. You would still need to account for Psi, light/darkness, and XCom armour. Plus you would need a similar offensive factor for the aliens&#039; attacks. But I could probably help with that, I have the data that&#039;s directly comparable to the % TUs per Kill for XCom weapons. [[User:Spike|Spike]] 22:06, 12 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==== AutoWithdrawal ====&lt;br /&gt;
&lt;br /&gt;
One of the most tedious things you can try to do in XCom is to scavenge the battlefield and retreat to landing craft for an Abort. A great option would be an AutoWithdrawal, similar to an AutoCombat, but with an easier threshold of XCom vs Alien combat power. &lt;br /&gt;
&lt;br /&gt;
Basically it would scavenge all loose equipment off the Battlescape - dropped friendly and alien items, friendly and alien corpses and wounded, all go back into the landing craft. Elerium, Alloys, and UFO Components would not be recovered, as this is (normally) impossible apart from full tactical victory. All friendly troops return to the landing craft. Friendly losses, and equipment recovered, would be proportional to the offensive factor ratios but much more favourable than for AutoCombat. E.g. as long as XCom factors were at least equal to Alien factors, they would be able to scavenge everything and recover without casualties. If the aliens were stronger than XCom, they would only recover part of the scavenged equipment, and risk partial casualties, at say one third the rate of AutoCombat. [[User:Spike|Spike]] 06:58, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s too easy compared to actual game IMHO. Every time a battle went FUBAR for me, it got FUBAR all the way and I was lucky if I could salvage my own team/equipment and maybe a single alien weapon/body. An AutoWithdrawal without salvage might be useful, but perhaps instead we should change AutoCombat failure mode to work better (e.g. Make some X-COM people survive a failed AutoCombat, depending on strength vs aliens). [[User:Cesium|Cesium]] 15:00, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes fair point. I was not thinking of the FUBAR situations, and you are right about how hairy those are. I was thinking of the situation where you control a certain part of the battlefield, but you either don&#039;t want to go on an endless hunt for the last few aliens, or you pretty much know you can&#039;t take on the aliens that are left (e.g. in the UFO or some other stronghold) without getting creamed. You can exercise a safe withdrawal, it&#039;s just tedious to carry out all the bodies and equipment. But it&#039;s pretty hard for an AutoCombat algorithm to detect which of those situations it is - FUBAR, boredom, or tactical withdrawal. I&#039;ll have to think about that, there may be no realistic solution at all. And there is the existing &amp;quot;teleport loose items back to base&amp;quot; command line option to XComUtil, maybe that&#039;s enough.  [[User:Spike|Spike]] 16:08, 7 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs ===&lt;br /&gt;
&lt;br /&gt;
[[Wish_List_(EU)#Tougher_UFOs|Tougher UFOs]]&lt;br /&gt;
As this is entirely implemented by patching data and data files it is a good candidate for XComUtil rather than [[UFO Extender]].&lt;br /&gt;
: That would definitely make the game harder. 9.7 is about the installer and the bug fixes. This would be a good candidate for 9.8. --[[User:BladeFireLight|BladeFireLight]] 01:38, 19 February 2010 (EST)&lt;br /&gt;
:: Cool! [[User:Spike|Spike]] 02:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
This fits under the &amp;quot;making useless things usefull&amp;quot; category. It would be a 9.8 or later option. The idea is to make the Cannon, Stingray, Laser Cannon and Fusion Ball Launcher useful. Hopefully it breaks up the monotony of Dual Avalanches followed by Dual Plasma Beams, every game. &lt;br /&gt;
&lt;br /&gt;
There is one common element in the approach, and two options. The common element is to fix the stats on the Fusion Ball Launcher. The two options are to use a stat-based approach, or a cost-based approach, to fix the other weapons. &lt;br /&gt;
&lt;br /&gt;
NB This proposal is still a draft and will need tweaking, but I&#039;ve got it to the point where it is worth discussing. Feedback is welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Ultimately, the Plasma Beam still ends up being pretty much the optimum weapon in the end game. To mitigate this, it is a good idea to select the existing Alternate Energy Weapons Manufacturing option in XComUtil.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Fusion Ball Launcher ====&lt;br /&gt;
&lt;br /&gt;
Increase the ammo capacity from 2 to 3. Don&#039;t mess with the damage. Job done. &lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Fusion_Ball_Launcher]] and discussions linked from there.&lt;br /&gt;
&lt;br /&gt;
==== Cost Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This uses historically realistic costs to restore game balance between different craft weapons. The stand off advantage of Avalanche missiles is now purchased at a price which is significant in terms of XCom budgets and mission yields. Stingrays and Cannons become significantly cheaper alternatives. The Laser Cannon, with similar capabilities to Stingrays but free to operate, also becomes very attractive. Mounting dual launched weapons becomes a very expensive luxury.&lt;br /&gt;
&lt;br /&gt;
*Increase Avalanche missile Purchase cost to $386,000&lt;br /&gt;
*Increase Stingray missile Purchase cost to $125,000&lt;br /&gt;
*Leave Sell prices unmodified (to avoid creating a cash reservoir at the start of the game)&lt;br /&gt;
*Leave Launcher buy/sell prices unmodified&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Cost_Based_Rebalancing]]&lt;br /&gt;
&lt;br /&gt;
==== Stat Based Approach ====&lt;br /&gt;
&lt;br /&gt;
This provides a benefit trade-off to shorter range weapons, by increasing their firepower or effectiveness relative to longer range weapons. &lt;br /&gt;
&lt;br /&gt;
*Increase Cannon stats to 15 Damage, 50% hit. Firepower is tripled, slightly ahead of (unmodified) Avalanches launching in Aggressive mode. Increase rearming rate to 200.&lt;br /&gt;
*Increase Stingray accuracy to 80%. Decrease Avalanche accuracy to 60%. Stingray now has 50% more firepower relative to Avalanche. Increase Stingray rearming rate to 2, so a full craft can be re-armed in the same time period with either weapon (instead of twice as long for Stingray).&lt;br /&gt;
*Increase Laser Cannon stats to 100 Damage, 50% hit. Firepower is doubled, 20% more than (unmodified) Avalanches launching in Aggressive mode, 2/3rds of Plasma Beam firepower. &lt;br /&gt;
&lt;br /&gt;
To avoid advanced XCom aircraft exploiting the extra firepower of the Cannon weapons and disregarding the return fire from UFOs, this is best used alongside the Tougher UFOs option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Stat_Based_Rebalancing]] &lt;br /&gt;
&lt;br /&gt;
=== Rebalanced Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
See [[User:Spike#Balancing_Infantry_Weapons]]&lt;br /&gt;
&lt;br /&gt;
Primarily this means making the Rifle a bit stronger, and probably making the Pistol a bit weaker. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Wish List]]&lt;br /&gt;
&lt;br /&gt;
= Completed Wish List Items =&lt;br /&gt;
&lt;br /&gt;
==Easier Inventory Management==&lt;br /&gt;
Inventory management is one of the things I hate about the first two X-Coms. I was hired to be a commander, not a supply clerk! A mod which made general stores have 10000 space (like Apoc) would be nice.. [[User:Cesium|Cesium]] 21:39, 9 February 2010 (EST)&lt;br /&gt;
: The manager of any facility has to deal with generalities of space issues. The clerk tells you if that fancy new tank you just bought will fit. He has to put it in storage and keep track of what shelf the ammo is on. --[[User:BladeFireLight|BladeFireLight]] 22:27, 9 February 2010 (EST)&lt;br /&gt;
:: That&#039;s the clerk&#039;s problem and if he complains too much I&#039;ll have him peel potatoes until his hands drop. In any event, the limit doesn&#039;t make any sense:&lt;br /&gt;
::* General stores size is 8x8x2 (8x8x3 in TFTD) per base defence map, and should have no problem storing more than 50 items.&lt;br /&gt;
::: The items taking up 1 item unit are typically about the size of humanoid body. I think it&#039;s not unreasonable to have no more than 50 of those in the area that the General Stores takes up.&lt;br /&gt;
:::: I can&#039;t find a list on the wiki of storage space requirements for items, so I&#039;m not sure which items take up 1 item unit. Typically the main space wasters are Heavy Plasma ammo/Blaster Bombs/Stun Bombs (late game) and/or HWPs and avalanches (early game). These either are definitely not the size of a human body (ammo/Bombs), or shouldn&#039;t be stored in stores at all (HWPs gain nothing, and might as well lay around somewhere else in base).&lt;br /&gt;
::* The size of a fully built X-Com base is about the size of a city block (judging by comparison of base defence to terror missions), and should easily be able to hold hundreds of items even in the starting base if it&#039;s willing to put some stuff not in the general stores.&lt;br /&gt;
::* The space limit makes no sense. Why do Blaster Bombs and Heavy Plasma ammo take so much space whereas in the inventory view it doesn&#039;t take any more than normal ammo? Who stores &amp;lt;s&amp;gt;mini tanks&amp;lt;/s&amp;gt; HWPs in the same compartment as light weapons? And the way X-Com (probably) stores ammo and explosives is scary...&lt;br /&gt;
::: As you suggest, extremely powerful ammunition probably requires a lot more space for safe and secure storage in-base, versus on a tactical mission. Imagine what would happen if a Blaster Bomb exploded in a base? Or was stolen? They probably use nuclear warhead style storage facilities for those.  And similarly for Avalanche warheads, alien artifacts, Elerium, etc. Segregating dangerous/explosive items from other items probably uses up a lot of overhead in the construction of the storage space - think armoured, bomb-proof lockers and bulkheads, advanced security systems, airlocks, scanners, etc. This is not just like piling stuff up in your shed! And the Commander who left Elerium or Avalanche warheads lying around in his hanger or corridors would justifiably be sacked on the spot by XCom High Command. [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Well, judging by all the explosives in the hangar during base defence and the X-COM 1.0 Elerium bug, Elerium and explosive warheads &#039;&#039;are&#039;&#039; lying around in the base... And all the equipment in the General Stores is stored in ordinary lockers according to the General Stores map ;-) More to the point, if X-COM wants to store explosives safely (judging by said warheads X-COM doesn&#039;t care too much) they need a special facility for this, not to store them in the room which also contains all the base&#039;s weapons and priceless alien artifacts.&lt;br /&gt;
&lt;br /&gt;
:::: Furthermore, I expect X-COM to improvise on storage in the interest of actually winning the war. X-COM does do this and ignore the limit when manufacturing stuff in-base or getting loot from missions. All that&#039;s needed is that X-COM will improvise for transfers too. I can&#039;t imagine a quartermaster informing the commander there isn&#039;t any room for the new armour and that the troops should go without. Maybe the reason X-COM doesn&#039;t pay quartermasters each month is that they keep getting themselves lynched by enraged X-COM troops...&lt;br /&gt;
::* Gameplay wise, inventory micromanagement is just no fun, especially in the late game when you have all the cash you need but still has to sell stuff after each combat (which can be prolonged if you haven&#039;t sold for awhile), otherwise you can&#039;t transfer items to the base where your main team is at.&lt;br /&gt;
::* Maybe this entire &amp;quot;stores&amp;quot; thing is a plot by the CFN to force X-Com to share its technology with them by forcing X-Com to sell sell sell. It&#039;s not like they pay X-Com the real worth of the technology anyway. [[User:Cesium|Cesium]] 23:47, 9 February 2010 (EST)&lt;br /&gt;
::: I think a lot of people do find the inventory management tedious, or unrealistically low. Personally I think it&#039;s about right for large equipment (missiles, tanks, bodies), but too low for small arms and personal equipment. And yes, it only reflects using the General Stores modules, not storing stuff at random points in the base - maybe fair enough. If the right offset to patch can be found, the storage limits could easily be raised. The last few bytes of [[BASE.DAT]] could be a good place to look for this offset.  BASE.DAT can store up to 9,999 units of each item per base. The total limit for items per base would need to be found by experiment, but 9,999 might work for those who want to ignore inventory. For those who feel inventory management is OK but the limits set too tight, the capacity of each General Stores could be increased from 50 to 100 - assuming we can find the offset for this to patch it. [[User:Spike|Spike]] 19:50, 10 February 2010 (EST)&lt;br /&gt;
::::Maybe you can try there:&lt;br /&gt;
 .text:00439C85 66 81 C5 F4 01                add     bp, 500&lt;br /&gt;
::::[[User:Seb76|Seb76]] 13:03, 11 February 2010 (EST)&lt;br /&gt;
::::: Yes that works nicely. E.g. patch &#039;&#039;&#039;66 81 C5 E8 03&#039;&#039;&#039; at that location and you get 100 space per General Stores. Thanks Seb! [[User:Spike|Spike]] 18:21, 13 February 2010 (EST)&lt;br /&gt;
:::::: Now if only I had the offsets or search signature so we can add that as an options --[[User:BladeFireLight|BladeFireLight]] 18:24, 13 February 2010 (EST)&lt;br /&gt;
::::::: UFO 1.4 dos: offset 143748. TFTD 2.1 dos: offset 178462. TFTD v1 dos: offset 176861. TFTD CE: offset 252795. UFO CE: offset 236680. (all offsets are in decimal and point to the &amp;quot;F4 01&amp;quot; value to be patched). &lt;br /&gt;
::::::: Patching to &amp;quot;E8 03&amp;quot; has been tested on dos versions (not on CE) and it works. The &amp;quot;base information&amp;quot; screen will display the correct value, though the values to line length scale is such that the line will max at 250. [[User:Cesium|Cesium]] 05:57, 14 February 2010 (EST)&lt;br /&gt;
::::::::Are the preceding bytes the same from TFTD 1 and 2x?  --[[User:BladeFireLight|BladeFireLight]] 17:26, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Yes they are. &#039;&#039;&#039;81 C3 F4 01&#039;&#039;&#039; is the add instruction. [[User:Cesium|Cesium]] 17:48, 15 February 2010 (EST)&lt;br /&gt;
::::::::: Sig for UFO Dos is &#039;&#039;&#039;81 C6 F4 01&#039;&#039;&#039; --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
:::::::::: Do you also have the preceding bytes for UFO? with the signatures I can create a patch file for all versions --[[User:BladeFireLight|BladeFireLight]] 18:51, 15 February 2010 (EST)&lt;br /&gt;
::::::::::: I am not sure I understand your question.. Judging the the two UFO versions I have available (1.3 per xcusetup and 1.4) the common preceding bytes are &#039;&#039;80 78 16 07 75 0C 80 78 3A 00 75 06&#039;&#039; (followed by the sig). You could try to use the sig alone - it exists only once in the file. [[User:Cesium|Cesium]] 19:35, 15 February 2010 (EST)&lt;br /&gt;
:::::::::::: Offset Locations are something I&#039;m collecting but also the unique series of bytes to find them for the two geoscape/tactical that I dont have. (UFO Spanish, TFTD Italian) I hope to add a lot more options in the in the future. I do feel this one nerfs the storage system anything to get the game up and going faster is always a plus.   --[[User:BladeFireLight|BladeFireLight]] 22:01, 15 February 2010 (EST)&lt;br /&gt;
::::::::::::: Well, you may want to add another General Stores to the improved starting base if you want to achieve the faster startup effect without &amp;quot;nerfing&amp;quot; storage system for rest of game (I prefer a &amp;quot;nerf&amp;quot; due to late-game reasons). Also, I suggest you add an message in Xcusetup to ask people to get in contact with you if they use an unknown/unrecognized version. [[User:Cesium|Cesium]] 14:27, 16 February 2010 (EST)&lt;br /&gt;
::: Inventory management is just as much a pain in the early game, where you almost always are out of space until your 2nd general stores is built. I like realistic constraints, but not tedium. Maybe upping the space per Stores from 50 units to 100 units would be a generally acceptable approach (now that Seb76 has kindly found the offset)? [[User:Spike|Spike]] 04:50, 13 February 2010 (EST)&lt;br /&gt;
:::: Yeah, that would be a great improvement. [[User:Cesium|Cesium]] 15:45, 13 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm Seb76 is correct, as ever. The 2 bytes at offsets &#039;&#039;&#039;0x39c88&#039;&#039;&#039; and &#039;&#039;&#039;0x39c89&#039;&#039;&#039; in geoscape.exe code for the capacity of each General Stores. Default value is 500 (&#039;&#039;&#039;F4 01&#039;&#039;&#039;) which equates to 50 in-game internal capacity units. (Smallest item uses 0.1 in game capacity so I guess that is 1 unit in internal units). I am not sure about a signature. From what I can tell, the preceding bytes &#039;&#039;&#039;66 81 C5&#039;&#039;&#039; are unique in geoscape.exe, which seems pretty odd, so someone else should verify that. [[User:Spike|Spike]] 19:48, 13 February 2010 (EST)&lt;br /&gt;
:: Yes it is unique to CE. it does not exist in any DOS EXE, but &amp;quot;F4 01&amp;quot; can be found in 79 places. Trial and error could locate it. --[[User:BladeFireLight|BladeFireLight]] 20:50, 13 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27700</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27700"/>
		<updated>2010-03-06T17:43:55Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
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&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
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(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
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What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
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: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
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::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
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::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
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:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
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(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
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Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
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Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
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: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
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Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
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:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
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:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27696</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27696"/>
		<updated>2010-03-06T12:38:10Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27694</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27694"/>
		<updated>2010-03-06T08:20:53Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
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: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
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:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
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:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
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:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
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== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
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I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
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== Great new features ==&lt;br /&gt;
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Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
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:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
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:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
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:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
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:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
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::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
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&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
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I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
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Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
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== A couple of bugs to report ==&lt;br /&gt;
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Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
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The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
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Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
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:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
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::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
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Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
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:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
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:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
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::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
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Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
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:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
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Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
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== Glitches with Alien Pets ==&lt;br /&gt;
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OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
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* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
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This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
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* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
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Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
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[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
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:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
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I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
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== TFTD Door problem ==&lt;br /&gt;
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Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
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Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
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If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
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: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
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== Initial Alien Bases ==&lt;br /&gt;
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OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
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By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
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Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
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:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
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Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
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== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
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Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
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My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
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* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
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[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
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Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
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http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27693</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27693"/>
		<updated>2010-03-06T07:56:11Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? [[User:Seb76|Seb76]] 02:56, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27684</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27684"/>
		<updated>2010-03-04T19:08:30Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27671</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27671"/>
		<updated>2010-03-01T19:03:35Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27624</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27624"/>
		<updated>2010-02-26T19:18:49Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Extender in Steam (+ maybe XComUtil) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
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I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27619</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27619"/>
		<updated>2010-02-25T20:42:37Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Extender in Steam (+ maybe XComUtil) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
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: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
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:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=27611</id>
		<title>Talk:Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=27611"/>
		<updated>2010-02-24T21:24:59Z</updated>

		<summary type="html">&lt;p&gt;Seb76: New section: 80-items limit on CE edition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Classification etc =&lt;br /&gt;
&lt;br /&gt;
== Bugs vs Exploits ==&lt;br /&gt;
&lt;br /&gt;
Could someone comment please on the distinction between a bug and an exploit, and where to put each one? I would guess that a bug is something that undesirable and an exploit &amp;quot;might be&amp;quot; desirable, if you want to cheat. But what about exploits that happen by accident, or bugs that need to be forced to happen? &lt;br /&gt;
&lt;br /&gt;
I was going to add the Research Rollover bug to the Exploits sections, but they seem to all be under construction. What&#039;s the agreed approach?&lt;br /&gt;
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[[User:Spike|Spike]] 04:16, 15 March 2008 (PDT)&lt;br /&gt;
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* i think that an exploit is somthing you can trigger and gain an advantage from. a bug may or may not have a known trigger, and does not give an advantage if it does.&lt;br /&gt;
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== Bugs vs Limits ==&lt;br /&gt;
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&#039;&#039;(Discussion continued from [[Talk:Known Bugs#Soldier Recruiting Bugs Tested|Soldier Recruiting Bugs Tested]])&#039;&#039;&lt;br /&gt;
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The &amp;quot;Soldier Recruiting Limit&amp;quot; is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a bug, it is a limitation of the game. Therefore, this should be removed from the page. If we want it somewhere else (like a new page such as [[Game Limitations]]), that would be appropriate. --[[User:Zombie|Zombie]] 01:42, 9 November 2008 (CST)&lt;br /&gt;
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::Not sure that&#039;s necessarily the best idea, Zombie, since many of the entries on the Known Bugs article(as well as some entries on the Exploits pages) are limitations of the game engine.  On just a brief glance through, the following caught my eye as engine limitations: Manufacturing limit, Storage limit, Purchase limit, 80-item limit, Proximity Grenade limit, Large units not waking up from stun, Interception last shot bug, Alien UFL radar blitz-through bug(Passing through the detection range of a radar before the detection check comes up), Free manufacturing, free wages, UFO Redux, point-scoring with Ctrl-C, permanent MC of chryssalids, Zombie-MC resurrection of agents, alien inventory exploits, anything involved with bad collision detection, extinguishing fire with a Smoke Grenade, and even your personal favorite, denying the aliens access to their own spawn points.  So in conclusion, maybe it should just be left as it is; conversely, all of these entries could be kept where they are and also on a Game Limitations page, or we could leave the headers there and link them over to the appropriate topics on Game Limitations.  What do you think?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:21, 9 November 2008 (CST)&lt;br /&gt;
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: I agree with AQ (great list of examples by the way - and the Smoke/Fire limit would be another). Many, if not most, of the bugs are &amp;quot;Limitations&amp;quot; but they are logically inconsistent and not what a player would expect to happen: they are imposed by (at best) memory limitations or (at worst) design/programming oversights. I think the easiest thing to do would be to change the title of the page to Known Bugs and Limitations, or put an explanatory note at the beginning of the section to explain that &amp;quot;Bugs&amp;quot; is taken to included &amp;quot;Limitations&amp;quot;. [[User:Spike|Spike]] 13:16, 9 November 2008 (CST)&lt;br /&gt;
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By the strictest sense of meaning, a &amp;quot;bug&amp;quot; is a mistake or error on the programmers part. Limitations imposed &amp;lt;i&amp;gt;by design&amp;lt;/i&amp;gt; or memory are not the same creature as the people involved were consciously aware of the decision. I suppose that to the normal player, any type of behavior which is unexpected/unwanted is automatically dumped in the bug category because to them there is no difference. To those of us who study the game files however, the two are unequivalent. Programming oversights, yes, those are bugs.&lt;br /&gt;
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Some of those limitations AQ mentions are (to me at least) bugs: free manufacturing, free wages, permanent MC of Cryssies (or actually any alien for that matter), Zombie resurrections and collision detection. Large aliens not waking up from stun is again, a bug. The programmers obviously had some issues when dealing with large units in general and never quite got it right. They made some progress in TFTD by trying to fix mind controlling each section of a large unit, but royally screwed it up by selecting the next 3 entries in UNITPOS.DAT no matter what they pointed to.&lt;br /&gt;
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Perhaps it&#039;s just my background in logic which makes me want to push for a separate category for limitations. Then again, as long as everything is listed somewhere I&#039;m happy. --[[User:Zombie|Zombie]] 22:06, 9 November 2008 (CST)&lt;br /&gt;
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: Actually, taking a look through the page as a whole there are various other Limits described, and the distinction between Bugs and Limits is made quite rigorously throughout - not just in the Soldier Limits and Bugs section, where the Soldier Recruiting Limit is referred to as a Limit whereas other bugs (such as paying salaries for soldiers you can&#039;t recruit) are referred to as Bugs. So we maybe just need to rename the pages &amp;quot;Bugs and Limits&amp;quot; and add an explanatory note on the distinction. From a user point of view, rather than a programmer point of view, a bug is an unexpected (inconsistent or illogical) behaviour, so for that reason I think it makes sense to keep them on the same page but try to ensure they are all correctly classified as Bug or Limit.&lt;br /&gt;
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: By the way, it could be hard to absolutely distinguish Bugs from Limits as I suspect there are going to be some grey areas where you would have to second-guess the intentions and decisions of the coders to know for sure if something was a designed-in Limit, or just an oversight (Bug). [[User:Spike|Spike]] 06:50, 10 November 2008 (CST)&lt;br /&gt;
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::If we distinguish in this manner, I suggest the definition of &amp;quot;Limit&amp;quot; should be, &amp;quot;Something imposed by the game files or engine as a limitation, most likely in context to the capabilites of the then-current personal computer.&amp;quot;  More succinctly, anything that was done to allow the game to run acceptably on what was then a PC.  This would include both the Soldier and 80-Item limits, the spawn limit(40 units per side), Smoke/Fire limit, and some of the others listed. (The Purchase limit was probably more of a convienence for the programmers than anything, but it is clearly an intended feature.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:11, 10 November 2008 (CST)&lt;br /&gt;
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: I would add to this that sometimes a Limit may be imposed as a game design / gameplay decision, rather than in order to conserve a constrained resource in the platform (=PC). Also, I would suggest that &#039;&#039;intended&#039;&#039; Limits are Limits, but &#039;&#039;unintended&#039;&#039; consequences of Limits are Bugs. Obviously, making this distinction involves some guesswork. But I would guess that while the limit on total smoke/fire hexes was an intended Limit (to conserve PC resources), the ability to put out fires with smoke grenades and disperse smoke with IC rounds is probably an unintended consequence of the Limit, and so should probably be considered a Bug. Similarly, Base Defence spawn points are probably an intended limit, but the ability to flood spawn points is an unintended consequence of this, and thus a Bug (and an Exploit). (Spawn points should have been shared out 50/50, not humans-first). [[User:Spike|Spike]] 12:07, 11 November 2008 (CST)&lt;br /&gt;
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::The limit on Soldier and Interception craft were probably more of a limit imposed because they capped the file and figured that X-COM wouldn&#039;t ever need more than 40 interception craft or 250 soldiers. (And I&#039;ve never needed that many, case in point.)&lt;br /&gt;
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::As for spawns, its actually difficult to take advantage of it in any reasonably established base.  X-COM can spawn up to 40 soldiers in a base defense mission(tanks count as 4 soldiers), as a limit of LOC.DAT.  Aliens have the same limit.  So in order to take advantage of the bug, the base needs 40 or less spawns total.  The Access Lift has 8 spawn points, General Stores(weapon-handling) has 11, Living Quarters has 8 more.  This is 27 Spawns just getting soldiers in a base and armed. (Although the General Stores can be cut out if you perform the bug properly).  Large Radar and HWD have 6 spawns(Small Radar has 2), and Hangar has 15.  So overall, the &amp;quot;Spawn prevention&amp;quot; can be hard to take advantage of with all but the smallest bases.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:48, 11 November 2008 (CST)&lt;br /&gt;
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Just to clarify, X-COM interception craft are not capped at 40 ships. LOC.DAT has a cap of 50 &amp;quot;things&amp;quot; on the geoscape screen at a time. This is shared between X-COM bases, X-COM ships, alien bases, seen or unseen UFO&#039;s, terror sites, crash sites, landing sites and waypoints. In a perfect game world with little alien activity and normally constructed bases, the max number of X-COM craft possible is 44: 5 bases with 8 hangars each plus one base with 4 hangars (or any combination thereof). If you illegally modify your base layout with an editor to get rid of the access lift, the max can be increased to 45 ships (9 hangars in 5 bases). Once clogged, all alien activity will cease.&lt;br /&gt;
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The base defense limit of 40 units exists because of UNITPOS.DAT which has a cap of 80 entries total (tanks occupy 4 entries in this file). Auto-win missions in a base defense mission by clogging all the spawn points with X-COM units isn&#039;t as tough as it sounds, especially if your base is small or doesn&#039;t contain hangars. The main thing is getting your full quota of 40 units to spawn (meaning you should try not to have any tanks as they count as 4 units but only occupy one spawn point). This limits the base size to something like 5-6 modules depending on what you build. Still, even having more than 6 modules isn&#039;t bad as it forces aliens to spawn intermingled between your troops. With 40 armed guys staring in every direction, you can get positions of all the aliens in the first round and possibly even kill them all (depends on weapons and alien race of course). --[[User:Zombie|Zombie]] 20:12, 11 November 2008 (CST)&lt;br /&gt;
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: I would say that Limits are the CAUSE of bugs... also, I feel that fire/smoke limit can be called a bug, because a player normally has no way to tell this, other than observation. Whereas the game DIRECTLY and CLEARLY informs you whenever you hit the 80 item or 250 soldier limits, which is more fair. [[User:Jasonred|Jasonred]] 15:22, 23 March 2009 (EDT)&lt;br /&gt;
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= Specific Bug Discussions =&lt;br /&gt;
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== Misc Technical Bug ? ==&lt;br /&gt;
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&#039;&#039;(The context of this discussion seems to have been lost)&#039;&#039;&lt;br /&gt;
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This is a technical bug that doesn&#039;t happen to everyone and one this article wasn&#039;t really meant to chronical - but we won&#039;t turn away helping a fellow player if it can&#039;t be helped. It&#039;s just that there are so many random crash points in this game that it would take far too long to find them all or come up with solutions for them. &lt;br /&gt;
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Certainly, the transfer crash can happen to some players, but it&#039;s not one that can be reproduced easily. It&#039;s just like the random crash that some players get when they research a floater medic. It crashes the game for some of us, but others don&#039;t seem to notice it at all. &lt;br /&gt;
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It really depends on your hardware and OS setup, whether or not your copy of the game is damaged or your savegame is damaged, etc. &lt;br /&gt;
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Does it happen in all games or just this one savegame? &lt;br /&gt;
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- [[User:NKF|NKF]] &lt;br /&gt;
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== &amp;quot;Invisible Muton&amp;quot; bug ==&lt;br /&gt;
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Upon shooting repeatedly a Muton, it sometimes plays its &amp;quot;death&amp;quot; animation without sound (as if falling unconscious) and it is no longer displayed in the screen, while remaining visible to my soldiers (I can center the screen and the cursor appears yellow over them). Under this state, they cannot be targeted by Stun Rods. They may play their death animation anytime they get shot, until they truly die, when they emit their characteristic sound and leave a corpse (along with any items carried).&lt;br /&gt;
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I&#039;m quite fond of laser weapons, maybe this happens more often with those.&lt;br /&gt;
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Also, though I remember experiencing this quite often fighting Mutons,  it may happen to any other high health race.--[[User:Trotsky|Trotsky]] 02:59, 2 July 2006 (PDT)&lt;br /&gt;
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Never seen that one myself. Another &amp;quot;unpatched game&amp;quot; thing maybe?&lt;br /&gt;
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There&#039;s a (very rare) bug that allows your soldiers to live if they become stunned by an explosion that happens to kill them. Sometimes the game will register their death, and THEN register that they&#039;ve been stunned. In every case I&#039;ve seen this happen, however, the unit will have such a low amount of health that a single fatal wound will render it dead (again) on the next turn. I have a vague memory that other players may have been able to get a medkit to the scene on time...&lt;br /&gt;
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I dunno if that&#039;s related to your issue at all (I doubt it, but... meh). I&#039;d advise using a Mind Probe on the alien the next time it happens so you can check the aliens stun/health levels.&lt;br /&gt;
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- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
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I&#039;m pretty sure I&#039;ve seen this with Mutons. Possibly Chrysallids as well, another high health, high armor creature. They were still readily killed by shooting the place they are. Good thought on the MP, BB&lt;br /&gt;
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---[[User:MikeTheRed|MikeTheRed]] 08:51, 2 July 2006 (PDT)&lt;br /&gt;
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I&#039;ve been known to have a dying muton(in fire) to spin around and then switch to the female civilian death animation. With the scream and everything. Even got a civilian death registered at the end of the mission. And this didn&#039;t just happen once, but on another separate occasion.&lt;br /&gt;
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Hmm. shape-shifting reptilians in the game! LOL! Happens alot [[User:EsTeR|EsTeR]]&lt;br /&gt;
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Unusually enough, I once had a sectopod die and then drop a tank corpse. I was using the Lightning at the time for my troop carrier, so you can imagine my surprise. &lt;br /&gt;
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Then there was one occasion where a floater dropped a snakeman corpse. Let&#039;s not even get into the sort of things the aliens like to stuff themselves with. &lt;br /&gt;
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Your invisible alien bug is quite common, although there appears to be many causes for it. I think one involves a full object table when it comes to invisible aliens in bases. But it can also happen in ordinary missions as well. I&#039;m guessing the game may have tried to do something in the wrong order, and sprite information for the unit may have been lost or corrupted along the way. &lt;br /&gt;
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Having had an experience where all the chryssalids become invisible in one base defence mission was quite a shocker. I fixed this by saving the game, quitting and then restarting the game. If you ever get an invisible alien again, try this and see if it helps. If it doesn&#039;t, well, just keep a careful watch on your map and any alerts that pop up as you play. &lt;br /&gt;
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There&#039;s a similar but less severe bug where a dead alien will still leave its centre-on-unit alert button, but this goes away shortly after you move or turn. &lt;br /&gt;
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- [[User:NKF|NKF]]&lt;br /&gt;
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That last bug happens when exploding Cyberdiscs kill nearby Sectoids, doesn&#039;t it?--[[User:Trotsky|Trotsky]] 23:56, 2 July 2006 (PDT)&lt;br /&gt;
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This is a pretty easy one. I guess this bug occured on UFO recovery on a battleship, an alien base assault or a base defense mission? As soon as there are too many items on the map, the game saves some item slots for the equipment to be displayed (since it is more valuable and more important to research). This would also make stun weapons lethal if the stunned aliens would vanish. therefore the game has a failsafe if an alien is stunned (or badly wounded and becoming uncontious). The downed alien&#039;s stun level is set exactly on its left health points therefore resurrecting it instantly. This cycle is broken when the alien is finally killed. This means if you want to stun an alien in such a situation you have to destroy some items first.&lt;br /&gt;
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- by tequilachef (April 4th 2007)&lt;br /&gt;
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== Vanishing snakemen ==&lt;br /&gt;
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I&#039;ve known snakemen to become invisible when standing on a hay bale. On the first occassion I had a poor tank getting shot while spending numerous turns looking for it. On the second occasion I had an alien under Psi-control, left it on the hay bale, and couldn&#039;t find it next turn. - Egor&lt;br /&gt;
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---&lt;br /&gt;
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This is not limited to snakemen. Hay bale block visibility quite much when a unit is standing on it. Two possible solutions:&lt;br /&gt;
- Destroy the hay before entering&lt;br /&gt;
- Shoot at the hay. If it is destroyed any unit on it will become visible (as long as no other bales are blocking the line of sight). You might also hit the enemy directly.&lt;br /&gt;
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I Dnt know if the aliens are affected by this diminished sight, too. My guess would be no.&lt;br /&gt;
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- By tequilachef (April 4th, 2007)&lt;br /&gt;
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== Blaster Bomb Bug ==&lt;br /&gt;
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I&#039;m currently playing through X-com UFO Defense, I have the collectors edition version.  I&#039;m in the process of trying to catch a live alien commander and the blaster bomb bug is making this very difficult.  If i remember correctly a commander is always in the command center of the the alien bases.  The problem is anytime i get close there is always a dude with a blaster launcher up there that tries to kill my troops.  When they try to fire it down at me the bug kicks in and they blow up the whole command room and all the aliens in it because they can&#039;t figure out how to get the blaster bomb down the grav lift thing in there.  This is making it very dificult to actually catch a live commander.  Anyone have any ideas for tactics or anything to breach that room without the aliens trying to fire a blaster launcher up there? - eL Hector&lt;br /&gt;
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: I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -[[User:NKF|NKF]]&lt;br /&gt;
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== Disappearing Ammunition ==&lt;br /&gt;
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I have observed that problem with X-COM 1.2, modded with XCOMUTIL. My stun bombs and heavy rocket missiles, along with clips for the auto cannon went missing.&lt;br /&gt;
[[User:Vagabond|Vagabond]]&lt;br /&gt;
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Just run a test using my 1.4 DOS version with XComUtil but my stun bombs didn&#039;t disappear: 30 + 1 back in the base they came from, same number after I went tactical and I dusted-off immediately. Are you running XComUtil with Runxcom.bat or did you simply run Xcusetup?&lt;br /&gt;
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[[User:Hobbes|Hobbes]] 22:12, 22 February 2007 (PST)&lt;br /&gt;
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:Is it a case of hitting the 80-item limit?--[[User:Ethereal Cereal|Ethereal Cereal]] 12:28, 23 February 2007 (PST)&lt;br /&gt;
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With runxcomw.bat, as everytime. Apologies, I retested and it seems like I was mistakened, but I could have sworn that I lost them dang stunbombs. Had to manufacture some. I will test some more, using four heavy weapons and seeing whether their ammunition disappears at all. Thanks. [[User:Vagabond|Vagabond]]&lt;br /&gt;
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==MC at end = MIA?==&lt;br /&gt;
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I am sure I have seen this again recently, where I won a mission with no casualties (I thought), but the last thing I killed was a Commander that had been chain MC&#039;ing a psi-attack-magnet trooper, and that trooper was listed as MIA at the end (presumably because he was on the enemy side at the end of combat). Is this a bug, or is there another way to get MIA&#039;s on a completed mission that I might have missed?&lt;br /&gt;
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Since then I have been waiting for the leaders to panic at the end before killing them (or waiting for a rare resist), so I can safely exit, but am I being overcautious?&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 13:45, 27 February 2007 (PST)&lt;br /&gt;
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If the trooper was mind controlled on the turn you killed the last alien it will be listed as MIA. No bug there :) &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 18:16, 1 March 2007 (PST)&lt;br /&gt;
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Huh, why would that happen - your soldier should recover the very next round, why would he go MIA?&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 18:20, 1 March 2007 (PST)&lt;br /&gt;
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Doesn&#039;t make sense to me as well but that&#039;s how the game works. &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 15:05, 2 March 2007 (PST)&lt;br /&gt;
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It seems that regaining control of units under enemy mind control works different for alien and human players. My guess: aliens under human MC are reverted to alien control AFTER THE ALIEN AND BEFORE THE HUMAN TURN while human units under alien control are reverted RIGHT AT THE BEGINNING OF THE HUMAN TURN. This explains three different phenomenons:&lt;br /&gt;
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- The discussed MIA &amp;quot;bug&amp;quot; (he unit would be returned in the next human turn, but since it never starts it is lost. The mission is still won since no unit with a &amp;quot;genuine alien&amp;quot; marking is left)&lt;br /&gt;
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- The fact that a mission is lost when the last human falls under MC while it is not won when this happens to the last standing alien (the aliens get their unit back before their turn starts and therefore have a unit left to pass the &amp;quot;anyone alive?&amp;quot; check, the humans would have no unit left to start a turn with. They WOULD have as soon as the turn starts, but no unit left before turn means bust)&lt;br /&gt;
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- The fact that aliens still can see all an MCed human saw at the end of the human turn that follows the MC while this is not vice versa (The MCed human can give information to the alien side before reverted while an MCed alien is reverted too early). The result is that aliens can control a human indefinitely without having any alien seeing him until the MC is disrupted for one turn.&lt;br /&gt;
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All confused? Then I did a good job! No seriously, this must be the explanation, I couldn&#039;t think of any other way.&lt;br /&gt;
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- By tequilachef (April 4th, 2007)&lt;br /&gt;
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: You&#039;re absolutely correct on the first two points. It&#039;s a sequence issue - you never get round to recovering the unit before the new turn starts, so you end without any units whatsoever. Makes senses too since the aliens would continue to continue to mind control that same unit over and over indefinitely. &lt;br /&gt;
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: The third point however: The aliens don&#039;t need to know the location of the last MC&#039;d unit. They know the location of all your troops  whether they&#039;ve seen them or not from the very start. They appear to give you a few turns of grace where they won&#039;t attack you outright (unless, from my observation, all your soldiers are incredibly weak). This is evident because all of the aliens will eventually make their way towards the nearest soldier even though their movement pattern may seem semi-random. Also, they know where you are because they can initiate psionic attacks without having seen any of your troops. They generally go after the weakest troops first.  &lt;br /&gt;
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: Just to add a semi-related point, but from the alien&#039;s perspective. If an MC&#039;d alien unit is in the exits when you abort the mission, this alien is not recovered and in fact simply vanishes. Any equipment it was carrying is recovered, unknown artefacts or otherwise. You could possibly think of this as their version of MIA. However, the aliens differ ever so slightly in that if it&#039;s the last alien standing and under temporary mind control by the player, the mission doesn&#039;t end straight away. But I guess this is only because the player has everything under control, whereas in the other scenario, the Ai is in control. &lt;br /&gt;
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: -[[User:NKF|NKF]]&lt;br /&gt;
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== Crash Site in the atlantic ocean ==&lt;br /&gt;
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That&#039;s right, my game generated a crash site on water. Here are the details:&lt;br /&gt;
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- Crash Site a bit southeast of the USA (which was infiltrated a few days before by sectoids, resulting base had already been taken out), but certainly not on land.&lt;br /&gt;
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- UFO: battleship, floater, alien harvest&lt;br /&gt;
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- Geoscape: 8 X-Com Bases, 1 (known) Alien base, 2 other crash sites, 1 other (known) flying UFO (though almost worldwide decoder coverage), 3 X-Com Crafts out, 1 waypoint&lt;br /&gt;
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- Date: January 2000&lt;br /&gt;
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- Most Interesting: The Craft that downed the ship was a recently finished Firestorm (first human-alien hybrid craft I had built, I know this is lame for that date. Limited myself on 25 Scientists to improve the challenge) equipped with twin plasma. I had it built and equipped in Antarctica and then transferred to Europe. This base had no Elerium, a fact that enabled me to use the infinite fuel exploit which was in effect when downing the UFO. My craft was only slightly damaged when doing so. The battleship was the first target assigned to the craft, it came directly from my base. &lt;br /&gt;
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- When shot down, the UFO was not targetted by any other craft.&lt;br /&gt;
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- I had not lost or sold a single craft to that point.&lt;br /&gt;
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- When sending a squad to the crash site the game didn&#039;t crash but generated a farm land ground combat terrain.&lt;br /&gt;
&lt;br /&gt;
- I was not able to reproduce the bug from the savegame dated 2 hours before downing the UFO&lt;br /&gt;
&lt;br /&gt;
Well guys, any intelligent guesses? I still have the savegames (before and after downing)! If you want to have a look, write here.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 5th 2007)&lt;br /&gt;
----&lt;br /&gt;
: Well I&#039;m sure you know about crash sites that are near land can sometimes actually be on water, so I&#039;m going to assume that this site is well far away from any land mass. Could it be a weird entry in GEODATA\WORLD.DAT that has a land mass out in the ocean? Also are you sure the game didn&#039;t crash? Sometimes when it does it will load the previous mission (and usually 90% are at farm terrain). Are you sure it generated a new map and not load the last one?&lt;br /&gt;
:No real guesses but maybe some starting points to look at. I&#039;ve probably stated some obvious situations you know about and have accounted for, but it never hurts to double check :D&lt;br /&gt;
- [[User:Pi Masta|Pi Masta]] 14:23, 5 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inconsistencies in MCing Cyberdiscs and Sectopods ==&lt;br /&gt;
&lt;br /&gt;
I experienced, that when MCing one quadrant of a large terror unit any action it does only affects this quadrant (especially use of time units). That means, when TUs are up for one part, MC another one and continue firing. This however does not work out when moving the unit while it is not under complete control. The TUs used up by the resulting reaction fire from the rest of the unit is also deducted from the TUs &amp;quot;your&amp;quot; part has left (making it impossible for the controlled parts to return fire). This however only happens under reaction fire, not if &amp;quot;your&amp;quot; part fires on it&#039;s own. I don&#039;t know if this comes up when uncontrolled parts shoot by themselves in the alien turn, since this is hard to find out.&lt;br /&gt;
&lt;br /&gt;
: That&#039;s because large units literally are made up of four separate units. They only share the same set of general stats (in unitref.dat). Unfortunately the &#039;under mind control flag&#039; is unique to the four units, not the shared stats! So you in effect have multiple units under different control sharing the same stats. So if you move and it results in a reaction from the unit, it will spend the TUs you&#039;re using.  &lt;br /&gt;
: Successful mind control automatically fills up the unit&#039;s TUs, so each mind controlled sector gets to move or attack again until there are no more sectors to mind control. Useful way of turning reapers into long range scouts! &lt;br /&gt;
: In TFTD, they attempted to fix this bug, but in fact made it much-much worse! The only way to mind control the unit properly is to control the upper left quadrant. Only! Any other quadrant will result in a partial (clockwise) control, and you may gain control of units other than that unit, or may even get into situations where you gain permanent &#039;partial control&#039; of a large unit you haven&#039;t even sited. Wackiness all around! &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Facility Dismantle Bug ==&lt;br /&gt;
&lt;br /&gt;
Boba: I&#039;ve never experienced this bug myself in all my games in the Collectors Edition. It may very well vary from computer to computer. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]]&lt;br /&gt;
:I, however, have experienced it.  I lost an entire month&#039;s worth of playtime because I couldn&#039;t solve it. [[User:Arrow Quivershaft|Arrow Quivershaft]]&lt;br /&gt;
&lt;br /&gt;
::Anyone, any ideas on why it might vary from PC to PC? -[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d check other factors before blaming a given system. Assuming no mods are being used the most obvious is the order in which you initiated the construction of the modules. Then we&#039;ve got which one was due to be completed first, and I&#039;m sure there&#039;s a few other things to test out. Usually, a player won&#039;t cancel in-progress modules on a regular basis, so you wouldn&#039;t expect this bug to turn up often. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Easy way to reproduce: build 2 General Stores. Now delete the &amp;quot;second one&amp;quot; (see offset 16-39 in [[BASE.DAT]] for the order). Wait for the first one to complete. It&#039;ll crash immediately after the &amp;quot;end of construction&amp;quot; dialog. A fix is available [[User:Seb76#Bug_Fixes | here]]. [[User:Seb76|Seb76]] 15:52, 22 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Manufacturing Limit Bug ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Mike, no you did not get it correct.  It is the raw number of hours needed to complete the project, not the projected hours.  I discussed this on the X-Com Forums a few months back at the following link: http://www.xcomufo.com/forums/index.php?showtopic=242027760&amp;amp;st=0&amp;amp;#entry164411&lt;br /&gt;
&lt;br /&gt;
I did tests at the time in regard to the accuracy of the data given there, but I&#039;ve lost the results.  I&#039;ll quickly redo the tests in the next hour or so. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:00, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Tests complete.  The breakpoints for every item were exactly where I predicted, regardless of number of engineers assigned.  (I ran up a huge queue of items at my dedicated factory base on an old game, and then assigned whatever engineers would fit onto one project at a time, canceling projects as data was confirmed.  This is only semi-random, but it serves our purposes.)  I did run into a single issue, though.  It appears that despite having 5 empty hangars at a (different!) base, the workshop there could not queue up more than 3 of any one craft at a time, thus making this bug impossible to replicate with the Firestorm or Lightning, as you must be producing more than three for the bug to occur.  However, it still works with the Avenger.  Later, I shall see about constructing a dedicated Hangar base with 7 hangars in order to attempt to replicate the bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:33, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sounds great, Arrow. Why not post a simple example that shows how the problem works. As in, &amp;quot;with 1 Eng and 2 Avengers you might think X, but no, it&#039;s Y&amp;quot;. And please delete my example. And it&#039;s a fine pleasure to meet you! Cool - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::When you say the usual resources are used by the &amp;quot;lost&amp;quot; resources, that includes cash, right? It sounds like if you&#039;re willing to foot the extra bill [[Buying/Selling/Transferring#Manufacturable_Prices|money/component-wise]], this could be used to build Avengers slightly faster then normal.&lt;br /&gt;
&lt;br /&gt;
::: The usual time is 34000 hours. Double that and subtract 65535 and you&#039;re left with a paltry 2465 hours. Even a single workshop squad of 10 engineers will pull that off in a little over ten days. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::Sadly, this exploit doesn&#039;t work, because the high bit is stored SOMEWHERE.  I lack a hex reader and have no code reading skills to speak of, so I&#039;m a bit limited here.  If you set up a Workshop as you described, the game would take all the time for 2 Avengers, all the resources for the same, but in the end only produce 1 Avenger.  Meanwhile, I&#039;ll run more tests on the resources thing.  I could swear it consumes the resources, but I&#039;ll double check.&lt;br /&gt;
&lt;br /&gt;
:::::There is no need to store the high bits if the actual completion condition (assuming adequate money) is &amp;quot;number made is number ordered&amp;quot;, which wouldn&#039;t reference the hours remaining at all. - [[User:Zaimoni|Zaimoni]] 01:49, 9 Oct 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Tests done; I was unable to replicate the &#039;disappearing item&#039; trick,(Which I didn&#039;t test for last night) even with Avengers!  It appears I was wrong; this still counts as a bug, though, because the wraparound is a problem.&lt;br /&gt;
&lt;br /&gt;
::::Ironic that so much of this discussion centers around Avengers, because that&#039;s where I discovered this in the first place! [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:48, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m revisiting XCOM and was working on [[Manufacturing Profitability]]... Arrow, can you (or anyone else) say a little bit more on the Known Bugs page about this [[Known_Bugs#Manufacturing_Limit_Bug]]? It&#039;s not clear to me exactly what the bug does, except that it understates hours. Is that all?... does it still take the (non-buggy) amount of time, still use all the same resources, still make the same number, etc.? It sounds like it could be a drastic bug - or is it only a very superficial one, a display bug for the hours? It sounds like you&#039;re leaning toward this latter.&lt;br /&gt;
&lt;br /&gt;
Also on a semi-related note... I could swear I saw much more detailed info on the [[Known_Bugs#Facility_Maintenance_Costs]] issue... IIRC, the incorrect amount that&#039;s charged for maintenance, depends on exactly where a facility is in the base. IOW, different &amp;quot;rows&amp;quot; of the base cost different amounts. Could somebody provide a link there, and/or flesh the bug out better?&lt;br /&gt;
&lt;br /&gt;
Thanks! - [[User:MikeTheRed|MikeTheRed]] 11:22, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve actually seen the bug work both ways, but I&#039;ve only been able to actually replicate the more superficial version of the bug.  So the bug report up is about a superficial bug that drastically understates production time.  If you wish to make this clearer, you have my blessings.  As well, that &#039;different charging based on location&#039; is dealt with here: http://ufopaedia.org/index.php?title=Talk:Base_Facilities ; however, the table has been broken with the Wikiupgrade, and I lack sufficient knowledge of HTML table code to fix it.  But it should be of use to you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:26, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Cool, I fixed [[Talk:Base Facilities]] but also re-organized and expanded [[Base Facilities]] so that it includes that bug in detail, as per Talk... this is an important issue that should be up front. I see that there&#039;s a separate [[Maintenance costs]] page, but I can&#039;t see having something so important (the maintenance bug explanation) all on its own page (which makes for a rather short page) rather than together with all the rest of the base facility info. If others agree (or don&#039;t care), I&#039;ll move anything remaining on Maintenance Costs to the Base Facilities page, then delete Maintenance Costs and re-route links. And if somebody does care, then please move my new section to Maintenance Costs, and move all the links, etc. Oh also I put in more words on your Manufacturing Limit Bug - how does it look? - [[User:MikeTheRed|MikeTheRed]] 16:37, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Looks pretty good, although it&#039;ll wrap fully; if you ask for 120000 hours, it won&#039;t be displaying &#039;almost no&#039; time.  The way I discovered it was when building two Avengers;  I ordered two, paid for two, waited for two...and got one.  But as said, haven&#039;t managed to repeat it, so until I do, we&#039;ll leave it like that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I just revised and put in your specific example, because it&#039;s certainly possible some of us die-hard players will order up more than 1 Avenger at a time - and it&#039;s guaranteed it&#039;d be a pain if 1 of them disappeared, laugh. I wasn&#039;t sure how concrete you were on that example but now I hear you say, you are sure it happened at least once. - [[User:MikeTheRed|MikeTheRed]] 18:33, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a question concerning the manufacturing &amp;quot;bug&amp;quot; which eats a craft in production due to wrap-over of the byte. Arrow (or whoever did the test), did you have a large quantity of craft already built at your bases? If so, I think this bug has more to deal with clogging up [[CRAFT.DAT]]. See, that file has a limit of 50 entries. Each craft takes up one record and each base you have built also consumes one spot. 8 bases allows 42 craft to be housed, while 6 bases allow 44. If you try to buy or manufacture craft once the file is full, nothing shows up in the game even if you have hangar space available. --[[User:Zombie|Zombie]] 19:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Huh, I never knew that. I don&#039;t see it listed on the Bugs page... I&#039;ll stick it in there. I&#039;ve never approached that number, but some folks might. - [[User:MikeTheRed|MikeTheRed]] 19:07, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to continue building other Avengers after that project, and they appeared correctly, so I do not believe that is the issue.  In any event, I have a very bad case of &#039;archivism&#039; and probably still have the save game and the CRAFT.DAT file around on my system; in fact, I think I was playing it a few days ago.  I can see if I can find it and upload it; it created a &#039;hole&#039; in the Avenger fleet numbers, where Avenger&#039;s x and x+2 were built, but x+1 was not. I&#039;ll look for it tonight and tomorrow and upload it to the wiki if I find it. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:10, 8 October 2007 (PDT) EDIT: I found the file; I have 28 Avengers and 1 Skyranger in my employ.  All Avenger numbers EXCEPT #2(Avenger-2) are accounted for, and I have not sacked or lost any Avengers.  So this is where the hole and &#039;eaten&#039; Avenger is.  If anyone wants the CRAFT.DAT file from this game, I&#039;d be happy to forward it.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:20, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sure, send it my way and I&#039;ll take a look at it. (Might as well send me the whole saved game as I may want to look at the other files too). I have tried to recreate this bug by manufacturing 1, 2 and 3 Avengers at a clip but all of them always show up. Don&#039;t know what else I could do to get this problem to crop up. --[[User:Zombie|Zombie]] 21:32, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:File emailed.  On the side, I&#039;ve tried the same thing, and never been able to repeat the bug.  It&#039;s been months since the first discovery, so I can&#039;t recall whether it was the first or the second Avenger that didn&#039;t appear.  So maybe it was just a fluke.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:57, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Unconscious Enemy in Equipment Screen ==&lt;br /&gt;
&lt;br /&gt;
The following happened to me repeatedly over the last few days.&lt;br /&gt;
&lt;br /&gt;
In the last tactical Mission a live alien has been captured. When now beginning an UFO crash recovery mission this type of alien (same race and rank) appears in the equipment screen before the mission starts, meaning I can give it to any of my soldiers.&lt;br /&gt;
If I do so I can store the alien in the skyranger for the duration of the mission and, if it gains consciousness, kill or stun it at the end of it. A pile of equipment without a corpse will be in the UFO, indicating that the stunned alien is not some kind of duplicate but instead has been taken from the aliens of this mission. This is supported by the fact that in those missions the maximum number of crew members has not been surpassed.&lt;br /&gt;
If I do not do so the Alien will be placed in the crashed UFO. Whether it is unconscious or not I do not know, but the fact that it is completely disarmed when encountered in the battle suggests that it is.&lt;br /&gt;
&lt;br /&gt;
So far it seems the following is necessary for the bug to occur:&lt;br /&gt;
# An alien has to be captured alive in the last tactical combat&lt;br /&gt;
# It has to be of the same race and rank as one of the aliens in the new tactical combat&lt;br /&gt;
&lt;br /&gt;
So far this only worked...:&lt;br /&gt;
# If the new tactical combat was an UFO crash recovery of a medium scout.&lt;br /&gt;
# For floaters and mutons&lt;br /&gt;
# For soldiers and navigators&lt;br /&gt;
# If the alien in the last mission was stunned by normal weapon fire (although I do not think this is important) and not picked up (again, not likely to be important) or destroyed (which would mean it has to be actually captured)&lt;br /&gt;
&lt;br /&gt;
It seems NOT to depend on the following:&lt;br /&gt;
# The type of the last mission (were, so far: Ground assault battleship, crash recovery large scout, base defense)&lt;br /&gt;
# Which squad or vessel was involved capturing the alien&lt;br /&gt;
# Where it is locked up&lt;br /&gt;
# If it has been transferred since capture or not&lt;br /&gt;
&lt;br /&gt;
Would be interesting to know:&lt;br /&gt;
# What happens if the alien in the inventory screen is the only survivor&lt;br /&gt;
# If the alien in the invenory screen is one of the aliens randomly killed in the crash or not (it is likely to be one of the killed aliens, so far the equipment piles were always within the UFO)&lt;br /&gt;
# If this is not limited on crashed medium scouts: Does this work with terror units? What about large ones?&lt;br /&gt;
&lt;br /&gt;
Maybe this is related to the proximity grenade bug (transfer of item properties to next tactical combat).&lt;br /&gt;
&lt;br /&gt;
Additionally, in one of those mission a part of the terrain was not generated correctly. It was in farm terrain (The house on the right square, or north east square, in [[Image:Terrain-cult.gif|this pic]]). The outer wall right to the right window of the southern wall (1st Floor) was missing. Directly outside of the hole was a floor tile. I could walk a soldier through the wall, but he fell right through the tile. Dunno if this has to do with the stunned alien bug.&lt;br /&gt;
&lt;br /&gt;
Version is collectors edition (the one from abandonia.com).&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the GeoScape engine generates the unit and object tables (in MissDat&#039;s [[OBPOSREF.DAT]], [[UNIPOS.DAT]], and [[UNIREF.DAT]]) before &amp;quot;shutting down&amp;quot;. The Tactical engine then generates the maps, places the aliens on it, and blows up the UFO (if need be). Whether or not map generation and the subsequent events happen before you equip your soldiers I don&#039;t yet know.&lt;br /&gt;
&lt;br /&gt;
The test would be to check the aforementioned files to see if they contain an unconcious alien, and/or the body.&lt;br /&gt;
&lt;br /&gt;
Note that you can&#039;t see the bodies of large units on the ground (they count as four seperate objects covering four seperate tiles, so allowing the user to pick one up would essentially let you rip them apart).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 06:35, 5 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
I honestly have no idea of how all those files work. But I still have a savegame in battlescape that is in one of those missions. So if anyone wants to have a look at those files...&lt;br /&gt;
&lt;br /&gt;
I forgot to mention: I reloaded a geoscape savegame shortly before the battle to recreate the bug, but it seems that reloading in geoscape before the buggy battle eliminates the bug. I guess his should narrow down the possible reasons...&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
Next time it happens, backup the aforementioned files before you start another mission. I&#039;m afraid a savegame wouldn&#039;t be of much help.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:54, 7 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Soldiers moved to outside of combat screen ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;ve got a DOS version of UFO:EU, and I&#039;ve encountered a bug in the tactical combat. Sometimes (rarely) a X-COM soldier changes its location on the map on player&#039;s turn start and is placed on outside of the map, one tile north from the (north) border of the field. AFAIR the unit is then selectable (you get the flashing highlight when cursor is above), but is stuck outside of the field. Has anybody encountered this bug? It seems to happen randomly, but more frequently during the terror missions and on early turns (so maybe it&#039;s caused by high number of player/alien/civilian units?). --[[User:Maquina|Maquina]] 08:16, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never encountered this bug in CE of UFO.  Presuming AFAIR means &amp;quot;As Far As I Recall,&amp;quot; what exactly was the soldier doing?  Any equipment data, location, or stat info might help us pin it down.  Were afflicted soldiers always carrying a specific equipment set or weapon?  Where were they on the map before they got moved?  Did they get bumped a few spaces, or teleported halfway across the Battlescape?  Does it happen more often on a specific difficulty?(Your theory would suggest this would happen most commonly on Superhuman)  Against a certain type of alien?  Best of all, if you can recreate the situation in a game, save the game and then you could upload the save file to the forums or this wiki, and the rest of us could take a look for ourselves and the code divers could root around for the cause. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:03, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve had this happen to me several times in UFO and TFTD. I don&#039;t know if it&#039;s specific to the Dos version or if it can happen in the CE as well. Sometimes the soldier ends up beyond the boundary of the map right at the start of the mission, at other times it happens after you load a game. This game is glitchy, which is the source for so many of its bugs, so your soldier&#039;s coordinates are probably getting corrupted to the point where they are -1 on either the X or Y axis of the maps&#039;s normal boundaries. For me it&#039;s commonly along the top edge of the map. I don&#039;t ever recall it happening mid-mission, only at the start or after a load. I cannot faithfully say whether it happened with or without XComutil, but that could be one of the possibly many causes for this. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t play UFO often, so I rely on just several campaigns played. This happens rarely (I&#039;ve encountered this bug twice in my last campaign with ~80 missions played), but if you haven&#039;t seen this happen then it probably doesn&#039;t show up in the CE edition. In my experience the soldier is moved always beyond the north/top map border. I think (but I&#039;m not sure) that this affects the first soldier from the team more commonly than others (or maybe even exclusevily?). The equipment/armor carried is probably not relevant, since the units moved this way don&#039;t have any special stuff, and this bug shows up on different stages of the gameplay (ie. sometimes when you have ordinary rifles, sometimes when all your units got heavy plasmas and power suits). --[[User:Maquina|Maquina]] 04:12, 4 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MY ramblings have been moved to my discussion page&#039;&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
==Great Circle Route==&lt;br /&gt;
&lt;br /&gt;
Should we have the Great Circle Route bug noted on this page at all?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:33, 6 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: what is the great circle route? [[User:Jasonred|Jasonred]] 07:56, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Pick two points on a globe, then hold a thread or string taut at those two points.  That practically minimizes the length of the thread/string on the globe.  You&#039;re now looking at a great circle arc (or route), the shortest distance between two points on a globe. -- [[User:Zaimoni|Zaimoni]] 11:15 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Just as a line is the shortest distance between 2 points on a flat plane, a great circle is the shortest distance between 2 points on the surface of a sphere. The bug, by the way, is that aircraft in the game &#039;&#039;don&#039;t&#039;&#039; follow this shortest, &amp;quot;great circle&amp;quot; route. [[User:Spike|Spike]] 12:38, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: What a grand sounding name, for something so simple, lol. ... I thought you were talking about when you tell your soldiers to go from point A to point B, and for some reason they figure that Zone A and Zone B are really far apart, despite actually being side by side. (I shot a hole through a wall, clicked to walk to the other side, and my idiot soldier walked one big circle... to use the door! And got ambushed and killed by an alien. ... dum dum DUMB DUMB.)&lt;br /&gt;
:: Even the more modern games have problems with their pathfinding algorythms. Admittedly, games like Baldur&#039;s Gate had to do it in realtime.&lt;br /&gt;
:: On a semi-related note, I remember this guy called E-man, he was chasing a guided laser beam that was going to kill his girl, around the world, but he couldn&#039;t outrun it since he couldn&#039;t break the speed of light, only equal it by changing into a Laser himself. So... inspiration! He turned into a very powerful laser, and made a shortcut THROUGH THE EARTH... the straight line beats the great circle route, lol.&lt;br /&gt;
:: Thanks for the reply guys [[User:Jasonred|Jasonred]] 15:56, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Bug not listed: Missing soldiers during base defense==&lt;br /&gt;
&lt;br /&gt;
I encountered an interesting bug concerning base defense missions:&lt;br /&gt;
My base got attacked while about 30 soldiers and 10 HWPs were present. The usual equipment assignment screen was skipped and the mission started instantly with only the HWPs spawned at the map. Not even a single soldier bothered to show up... *sigh*&lt;br /&gt;
Although this turned out to be in my favor (you should have seen the puzzled Ethereals trying to panic my tanks) I´d like to avoid this bug if possible. I was able to reproduce this bug several times and with different bases. &lt;br /&gt;
Can anyone explain this bug and/or tell me how to avoid it?&lt;br /&gt;
&lt;br /&gt;
Game version: Collectors edition. - [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Well, ideally, we need to know what your base&#039;s construction was to be sure of this, but I think the most likely circumstance is that the HWPs took up all the spawn points.  HWPs have maximum priority for spawning(followed by Soldiers, and then Aliens), so if you have enough of them garrisoning a base, it&#039;s entirely possible that soldiers and aliens won&#039;t spawn.  However, this doesn&#039;t explain why the soldiers didn&#039;t start stealing the Alien spawn points...in any event, you might want to take the save game file, zip it up, and get ready to email it.  I&#039;m sure [[User:Zombie|Zombie]] would be quite interested.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:28, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the spawn points, it&#039;s a [[UNITPOS.DAT]] limitation. A maximum of forty records (out of the total of eighty) are allocated for your units, and tanks (which take up four records each) get first pick. Having ten tanks means there&#039;s no room left for anything else.&lt;br /&gt;
&lt;br /&gt;
Ditch one HWP and you should see four units take it&#039;s place. - [[User:Bomb Bloke|Bomb Bloke]] 16:42, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I´ll try with a decreasing number of tanks and report the results. As I wrote above having only HWPs isn´t too bad dependent on what enemy is attacking. [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This should be mentioned in the [[ExploitsE#Base Defence Mission Spawning Issues]] section. The Bugs/Exploits really need to be sorted and consolidated. - [[User:NinthRank|NinthRank]] 16:57, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The limitation to 40 records seems to be the case; each tank I dumped got replaced by four soldiers. &lt;br /&gt;
So this can be used to effectively manage unit combination. Thanks for the quick replies! [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
==Bug not listed: Ufo Gold (Windows Vers. abandonia.com) crashing when plasma defense is finished==&lt;br /&gt;
&lt;br /&gt;
I recordnized this bug a few times now. (with hacked AND unhacked game)&lt;br /&gt;
If i place a plasma defense in 7 bases at the same Time and they are finished at the same Time, the game crashes sometimes.&lt;br /&gt;
In hacked game, it seems to crash even more when Alien containment is finished, plasma defense, shield defense...etc.&lt;br /&gt;
couldnt find it here...greetz&lt;br /&gt;
&lt;br /&gt;
: I somehow doubt the sourcing is the issue.  [You may want to fund the next XCOM series game with a Take2 re-release of UFO :)]  More generally: the game only reports the construction of a given type of facility &amp;lt;b&amp;gt;once&amp;lt;/b&amp;gt;, no matter how many bases it completes at simultaneously.  I&#039;ve only tested this &amp;lt;i&amp;gt;in vivo&amp;lt;/i&amp;gt; with three-of-a-kind at once across six bases, however.  It does seem reasonable that some sort of counter of undisplayed completions would &amp;quot;overflow&amp;quot; (attaining crash). -- [[User:Zaimoni|Zaimoni]] 10:05, Feb. 28 2008 CST&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve encountered this bug myself with General Stores, actually, not just Plasma Defense(which I never build).  EDIT: Some quick tests seem to show that there&#039;s a chance the game will crash any time two base facilities are done at the same time, regardless of whether they&#039;re in the same base or not or if they&#039;re the same facility.(although it seems to happen MUCH more in the event they&#039;re in different bases.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:13, 28 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Soldier Recruiting Bugs Tested ==&lt;br /&gt;
&lt;br /&gt;
Just to note that I have positively tested and replicated the bugs listed under the new(ish) section [[Known Bugs#Soldier Recruiting Bugs|Soldier Recruiting Bugs]]. [[User:Spike|Spike]] 18:08, 19 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Floater Medic Bug==&lt;br /&gt;
&lt;br /&gt;
I have not thus far encountered the Floater Medic Bug; in fact, Floater Medics are often used to fill up my Rogue Gallery with interrogations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:50, 24 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
     Strange, it would always occur in my version. I don&#039;t remember where I got it from, but I&lt;br /&gt;
     know it was a download from the internet. Using the XCom Hack v2.5, I viewed the alien in&lt;br /&gt;
     the Alien Containment edit. I now have Type (race):____, and a Rank: Soldier for the &lt;br /&gt;
     Floater Medic. It might just be corruption, but I do not have the resources to look into&lt;br /&gt;
     it.  [[User:Muton commander|Muton commander]] 19:24, 12 May 2008 (Pacific Time Zone)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never encountered it either. [[User:Magic9mushroom|Magic9mushroom]] 07:47, 23 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Strength Overflow==&lt;br /&gt;
&lt;br /&gt;
During one of my games with TFTD I noticed a really annoying thing happen during battles.&lt;br /&gt;
As my troops rose up the &#039;stat.&#039; ladder they got better and better (as you&#039;d expect), until they hit about 50 strentgh and completely lost the ability to throw anything.&lt;br /&gt;
Even trying to throw something tiny like a grenade or flare into the adjacent tile resulted in the &#039;Out of Range&#039; message being displayed.&lt;br /&gt;
&lt;br /&gt;
Anyone come across this before?&lt;br /&gt;
This was in TFTD CE.&lt;br /&gt;
[[User:Tifi|Tifi]] 07:55, 27 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:This is fairly well documented.  The pathfinding algorithm for throwing objects will balk if anything is in the way of the throw and refuse to allow you to throw.  What&#039;s happening is that your soldiers have become so strong that their throws are intercepting the &#039;ceiling&#039; of the Battlescape(the top of L3), and as such the game thinks that the throw is blocked(because in order for the throw to complete, the object would have to be tossed up to the nonexistant L4).  There&#039;s two ways around this:&lt;br /&gt;
&lt;br /&gt;
:The Normal Way: Try shorter throws, throwing from lower heights, or throwing while kneeling.  Beyond that, possibly get some new troops.&lt;br /&gt;
&lt;br /&gt;
:The Sneaky Way: Manually edit the Strength scores of your soldiers in [[SOLDIER.DAT]] so that they&#039;re back to a usable strength level.  If you set &amp;quot;Initial Strength&amp;quot; (offset 46 decimal or 2E hex) to 0 and &amp;quot;Strength Improvement&amp;quot; (offset 57 decimal or 39 hex) to a value of 50, you can permanently lock the soldiers at 50 strength.  (You can lock them higher than that if you so choose, but not lower.&lt;br /&gt;
&lt;br /&gt;
:Other than this, there&#039;s no workarounds I can think of offhand.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:10, 27 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There&#039;s normally no problem with the max level of 70 in open settings. However TFTD has a lot of low ceilings such as in the shipping lane missions and colonies, and the lower ceilings impairs your throwing quite a bit. In addition to shorter throws/kneeling, try moving out from under any overhangs if there is one just above you. - [[User:NKF|NKF]] 12:33, 27 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Bug not listed: Sticking your head through the ceiling ==&lt;br /&gt;
This is something I just discovered: When you step on a small object inside of a building your soldier sticks his/her head through the ceiling and can see what&#039;s upstairs. You can even see the soldiers head coming out of the floor and that soldiers can shoot aliens upstairs. When I did this the alien I saw/shot was facing the other way, but I guess you could get shot if the alien was facing you. [[User:RedNifre|RedNifre]] 17:34, 11 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:That&#039;s not listed under &amp;quot;Bugs&amp;quot; because it&#039;s covered under &amp;quot;Exploits&amp;quot;, right here: [[Exploiting_Collison_Detection#See_Through_A_Ceiling]] [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:26, 11 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t know if it was ever covered anywhere, but there&#039;s this neat trick that might sound similar to the walk-through-&#039;wall object&#039;-wall trick except that it involves your unit climbing slopes. They&#039;ll appear as though they&#039;ve gone up a level, but are actually not on that level. They only visually appear to be there, but are really still on the bottom level. &lt;br /&gt;
&lt;br /&gt;
:: It happens a lot when walking up the desert or forest slopes. I think the trick involves standing on ground level, and then ordering the unit to &#039;move&#039; into the hill rather than setting the waypoint while on level 1. The soldier will move up the slope and perhaps stop on the slope or even reach the top of the slope, but will still appear when you&#039;re only viewing the ground map layer. The soldier is really still on the ground level, but will have elevation offset. &lt;br /&gt;
&lt;br /&gt;
:: One really interesting way of using this trick is in the mountain region. If you can find a cliff face and a low hill nearby, you can literally have your soldier scale the cliff by standing the soldier on the hill, and then walking towards the cliff. It&#039;s ridiculous, but your soldier never quite reaches the top of the cliff tiles, so ends up walking up a slope. &lt;br /&gt;
&lt;br /&gt;
:: On a side note, standing at the top of the ramp of the Skyranger is the same as standing on ground level - you&#039;re only offset a bit. This means that smoke on level 1 and the sides of the Skyranger will not provide protection when you&#039;re at the top of the ramp. &lt;br /&gt;
&lt;br /&gt;
:: On another related note in relation: In TFTD (doesn&#039;t happen a lot in UFO), you might find it difficult to toss grenades onto underwater slopes. To remedy this, raise the level up by one. It might look like you&#039;re tossing at air(and you are), but it&#039;ll get the grenade where you want it. Odd, but true. I must remember to put this in the grenade explanation section. -[[User:NKF|NKF]] 23:11, 11 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Base Defence bug that causes a crash? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know about a bug in a base defence mission that causes the game to crash?  The game keeps crashing on the 4th or 5th alien turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve encountered that myself, but it should be noted that overall, X-COM is not the most stable game and is prone to crashing often at anytime.  The differences between the hardware it was designed for and the hardware we&#039;re running it on cannot be helping matters at all; it&#039;s really a small miracle it even runs without an emulator in the first place(I&#039;ve got games from 1999 that will bluescreen my machine instantly).  As such, I&#039;m not sure it&#039;s worth noting as a bug, since it&#039;s a &#039;game feature&#039;(albeit a detrimental one).  In any case, what&#039;re you doing letting the aliens attack you anyways?  ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:33, 18 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Sources for a DOS4GW transplant ==&lt;br /&gt;
&lt;br /&gt;
I was specifically thinking of the LucasArts Dark Forces demo, but I half-recall the actual source I used when testing that ~1999 was Id&#039;s DOOM. -- [[User:Zaimoni|Zaimoni]] 16:03, 7 August 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Phantom Carried Casualty ==&lt;br /&gt;
&lt;br /&gt;
You are carrying an unconscious soldier in one hand, and the soldier dies of his/her wounds. The dead soldier remains visible on the &amp;quot;left hand / right hand object&amp;quot; battlescape display, but is no longer visible in the inventory display. The problem can be fixed by moving another object into the same hand. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen this bug with UFO Extender by [[User:Seb76|Seb76]] - possibly might be something to do with his manipulation of the inventory screen, rather than a general bug. I believe I&#039;ve also seen this with other objects that were being carried in the hands, disappearing from the Inventory screen, but I&#039;m not sure. I don&#039;t think it&#039;s an item limit bug, as XcomUtil shows 40 item slots free. [[User:Spike|Spike]] 08:58, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Civilians As Enemies to MC&#039;d Aliens ==&lt;br /&gt;
&lt;br /&gt;
I ran across this issue a few times and just wondered if you guys experienced this. I MC&#039;d a part of a Reaper (I always do the lower left for large aliens) on a Terror Site, then moved it a few squares. It suddenly stopped dead in it&#039;s tracks and then the alien spotted indicator increased by 1. When I clicked on the indicator to see where the enemy unit was, it brought me to L2 of the large apartment complex. However, nothing was there. When I sent a Flying-Suited soldier up there to peek in the window (eeek! A peeping tom!) he saw a female civilian standing there. This type of problem has happened numerous times to me so it&#039;s not a once-off thing. Maybe it&#039;s a LOS issue? Or maybe an alien indicator problem? Or a combination of the two? Don&#039;t know, but I&#039;m curious if you guys have seen it. --[[User:Zombie|Zombie]] 23:40, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:There are a lot of major issues with MC&#039;ing  4 square aliens. One of them being that you could accidentally MC an alien far off in the corner of the map, IIRC? Anyhow, maybe you should have tried MC&#039;ing all 4 squares of the reaper and see if that changed things. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
The long-range MC of other aliens when Mind-Controlling large aliens is only present in Terror From The Deep, due to a workaround to try and resolve the earlier bugs(and exploits) associated with controlling one square of a large unit at the time.  In TFTD, successfully MC&#039;ing part of a Large unit will also grant you control of the next three units in UNITPOS.DAT, in order.  If you didn&#039;t MC the upper left portion of the large unit(the first UNITPOS entry for any large unit), you can potentially wind up in control of other aliens.  So this doesn&#039;t apply to UFO.  As for Zombie&#039;s issue, never seen it.  And finally...Jasonred, on Talk pages, please indent your statement with colons so it differentiates from other people&#039;s comments, and sign your posts with 4 ~&#039;s, like I will now do. [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:42, 19 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Elerium Base Bug==&lt;br /&gt;
&lt;br /&gt;
Jasonred: This bug has long since been known about.  Elerium units on the Battlescape can be picked up by shooting away the power source; this one item counts as 50 units, and as such ANY elerium item spawned on any Battlescape counts as 50 Elerium.  This issue with your own Elerium spawning as collectable loot in a Base Defense mission only occurs in older DOS versions, and is at the whim of the 80 item limit.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:55, 18 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Base defense does not seem to follow the 80 item limit in that DOS version. There are a lot of bugs that have long been known about. However this one was not included in the ufopedia for some reason.&lt;br /&gt;
:Also, the main thing about this bug is that it does not potentially double your elerium stores. It potentially multiplies them 50 times.&lt;br /&gt;
:... First time this happened to me, I was pretty flabbergasted. Here I was being conservative with my limited Elerium, refraining from blowing up UFOs when possible, when I perform a base defense and gain 3000 Elerium from it. Holy spit.  -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
Alright, my error.  Thanks for clarifying.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:42, 19 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==HWP Fusion Bomb and SWS PWT Displacer Ammo Manufacturing Cost Bug==&lt;br /&gt;
&lt;br /&gt;
At a cost of $15000, 400 Tech hours, 5 Zrbite, and 8 Aqua Plastics, this is the exact same cost as the HWP Fusion Bomb from X-COM EU, converted over to the equivalent TFTD resources.  As such, it shouldn&#039;t be counted as a bug, since it is clearly what Mythos intended.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:55, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, in that case maybe it should be treated as a generic game engine issue and not a TFTD specific issue - but I still think it&#039;s a design error. Can you think of any logical reason why the SWS/HWP version of the ammo should be more expensive (in cost and in materials) than both the craft ammo and the (more powerful) personal ammo? It makes no logical sense. Hence I think it&#039;s a design error. Nothing can be inferred from the fact it&#039;s unchanged from XCOM-EU, that doesn&#039;t imply any deliberate decision. It could just be the replication of an original error in XCOM-EU. [[User:Spike|Spike]] 11:17, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: I can think of a logical reason to justify this: X-Com doesn&#039;t understand the technology as well as the aliens do (which is obvious, given the length of time each side has known the tech). Handheld Blaster/Blaster Bombs are just a copy of the alien design and therefor relatively cheap and efficient, but that can&#039;t be mounted on a turret. So X-Com has to make a new design, and they obviously didn&#039;t do that good a job as the aliens would have done. This explains Tank/Plasma being weaker than Heavy Plasma too. (Why is FBL Craft ammo cheaper than the tank ammo though? Maybe X-Com gave up on/simplified the guidance system and made it just a &amp;quot;dumb&amp;quot; cannon shell/torpedo instead which doesn&#039;t have multiple waypoints? Or maybe they just did a better job there?). [[User:Cesium|Cesium]] 04:07, 25 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whilst we discuss it, I&#039;ll park my original text in here:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Displacer/PWT ammo cost bug - at over $100,000 total cost per round, the ammunition for this SWS weapon is far more expensive to manufacture (both in money and rare materials) than the equivalent ammo for the Aquanaut-carried Disruptor Pulse Launcher, or the craft-based Pulse Wave Torpedo, despite being less powerful than either. This would seem to be a design mistake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See Also [[Talk:Displacer/PWT]]&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t like the higher cost either, but I think it&#039;s a tradeoff of expense and quality for the convenience of portability. Sort of like an MP3 player to the gramophone... or maybe that&#039;s not a good comparison. -[[User:NKF|NKF]] 13:43, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
A better comparison might be a desktop computer to a laptop.  As a general rule, laptops are more expensive, but a similarly priced desktop gives you more power.  Desktops are cheaper and offer power, laptops are more expensive and offer portability(though the gap is rapidly narrowing).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:49, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I think those are good analogies. But they don&#039;t apply in this case. To continue your analogies: We are paying mainframe prices for a clunky desktop that has only laptop processing power, and we&#039;re buying a mainframe for desktop prices. The vehicle version (&amp;quot;desktop&amp;quot;) - is &#039;&#039;less&#039;&#039; portable and &#039;&#039;less&#039;&#039; powerful than the personal version (DPL = &amp;quot;laptop&amp;quot;), &#039;&#039;less&#039;&#039; capable than the craft version (&amp;quot;mainframe&amp;quot;) - and costs &#039;&#039;more&#039;&#039; than either of the others in total cash and in materials. In particular, it makes no sense that the small missiles on the SWS use up &#039;&#039;more&#039;&#039; of both Zrbite and Aqua Plastics than the Craft version. Do we really think it&#039;s logical that a tactical battlefield round, less powerful than its man-carried equivalent, takes more explosive and structural material to produce than both the more powerful man-carried version and also more than the air-to-air round that has 60km range and can take down a major alien combat craft? There is a clearly perverse bang-per-buck here, on every measure. My sincere belief is that this was an original mistake in the XCOM-EU engine that got copied into TFTD as well. The craft round should have the higher base price, but the material requirements that are currently assigned to the SWS/HWP round. It&#039;s debatable whether the SWS/HWP rounds should be more expensive than the man-carried rounds. But what I don&#039;t think is debatable is that is not logical for the SWS/HWP rounds to be more expensive than the craft rounds. It&#039;s clearly a mistake. Even in game balance terms, the only thing the HWP/SWS rounds have going for them is conserving &amp;quot;80-Item Limit&amp;quot; space, which I severely doubt was ever a game design consideration since it&#039;s just an awkward programming compromise. Any advantage inherent in the HWP/SWS is already reflected in the very high platform cost - there is no need to inflate the ammo costs as well. The bottom line is that a round for a (mini-)tank does not cost more, does not use more materials, than the same type of round for a long range anti-aircraft weapon that has much greater damage capacity and penetrating capacity. [[User:Spike|Spike]] 14:35, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to add this to the bug list now. [[User:Spike|Spike]] 16:06, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Still don&#039;t think this is a bug though. Just because it&#039;s more expensive to manufacture than the hand-held or craft-mounted ammo, it doesn&#039;t mean the stats are wrong. Perhaps the programmers wanted to balance the tactical portion of the game a little more by making the ammo cost more for tanks. It doesn&#039;t have to be logical to be intended. Now if you had proof which said that the ammo was supposed to cost less but the stats were wrong, then yes, I&#039;d agree. So if you boil it all down it comes to a disparate logic issue, not a bug.--[[User:Zombie|Zombie]] 21:31, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::I have to side with Zombie here.  While the ammo may be disproportionately expensive, by the definition used on the rest of the page for bug, it doesn&#039;t fit.  All the other bugs are errors in program logic or function or routines that are unintentional problems with the game, most of which are not warned of ahead of time.  The ammo for the tank costs exactly what is listed and operates entirely as intended, whereas the rest of the bugs are not intended game features.  Even if the numbers were entered wrong, that would be a data entry error, not a program bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:28, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:If it was a data entry error, I&#039;d consider that a type of bug... assuming we had proof of the goof so to speak. LOL. --[[User:Zombie|Zombie]] 00:49, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: It feels too specific an entry to be a data entry error. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m reminded of the high explosive. I know, I know - it&#039;s not an exact parallel to the FBL issue. A High Explosive is practically two grenades. Double weight, double bulk. Slightly above two times the damage. However, it costs five times the price of a standard grenade. Even though you&#039;re paying more for not-as-much, I don&#039;t think that could be considered a bug. A rip off, yes, but not a bug. &lt;br /&gt;
&lt;br /&gt;
:: Here&#039;s a thought: Think about the immediate benefits each of the two controversial ammo types give back to you. Aircraft ammo = activity points. Tank ammo = loot. Yes, I know that aircraft ammo also generate crash sites, but you still have the ground combat to contend with. &lt;br /&gt;
&lt;br /&gt;
:: One other thought: With careful management of your ammo, you&#039;ll probably never spend any elerium on the handheld version&#039;s ammo. Could it be the handheld that&#039;s really at issue here rather than the others? In the end I feel that it doesn&#039;t really matter. -[[User:NKF|NKF]] 03:38, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m with Zombie that a data entry error is a bug (we have other examples), but also agree some proof is probably needed. And I agree with NKF that in the scheme of things, it doesn&#039;t really matter much. I don&#039;t think the HE pack is a good comparison (though the HE pack should be heavier) as it&#039;s reasonable to pay disprortionately more to get additional power at the same tech level. The fusion weapons are a case of paying more to actually get &#039;&#039;less&#039;&#039; power. I am not bothered by the handheld vs vehicle balance, not least because the game generally makes handheld weapons better than their vehicle equivalents, so I can accept that as an across-the-board design decision. &lt;br /&gt;
&lt;br /&gt;
: I can also see a game balance argument &#039;&#039;if&#039;&#039; we believe that Fusion Tank ammo is more of an overall game-winning weapon than craft Fusion Bombs. But I&#039;m not sure I agree with that statement. And even if it&#039;s true, and there&#039;s a game balance argument (in which case it would apply equally to handheld Fusion launchers), it&#039;s still illogical. The less powerful, battlefield warhead should not cost massively more in exotic materials than the much more powerful air to air warhead that brings down Battleships. I agree though that just because it&#039;s illogical does not prove it&#039;s a bug (i.e. unintended). [[User:Spike|Spike]] 07:48, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Ok we more or less seem to be in agreement that this isn&#039;t a bug, but it is very confusing/illogical. Maybe we can shift the &amp;quot;bug&amp;quot; text from the article page and roll that into the [[Hovertank/Launcher]] and [[Displacer /P. W. T.]] pages now. Feel free to combine any text from the discussion above if necessary. --[[User:Zombie|Zombie]] 09:22, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Unless we can &#039;&#039;prove&#039;&#039; it&#039;s a data entry error (unlikely), how about calling it an &amp;quot;Anomaly&amp;quot; instead of a bug? [[User:Spike|Spike]] 10:59, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Looks like plain old game imbalance to me.&lt;br /&gt;
The way I see it, Hovertank Plasma and Launcher were meant to be stronger. Much much stronger. Let&#039;s look at Tank Cannon, Launcher and Laser. The logic is that it&#039;s a tank mounted weapon, so the tank can carry a much larger and more powerful version of the same weapon, right?&lt;br /&gt;
It&#039;s pretty stupid that a Hovertank Plasma is weaker than the Heavy Plasma... you could just mount a Heavy Plasma on a Hovertank and get them exactly equal. In fact, I suspect that the hovertanks were ALSO meant to have more powerful weapons than the man-portable versions.&lt;br /&gt;
Unfortunatly, the game designers then realised that this made the hovertanks far too powerful. So... the programmers nerfed the power of the hovertank weapons. BUT they forgot to lower the ammo costs. [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 11:20, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Well you are opening up a much larger issue there. The Fusion weapons are an anomaly, an inconsistency. But handheld weapons are more powerful than equivalent vehicle weapons across the board, consistently. So that looks like a deliberate design decision, not a mistake. [[User:Spike|Spike]] 17:33, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: There are two exceptions to the rule: Tank/Cannon: 60AP vs. Heavy Cannon 56AP. Tank/Laser: 110 Laser vs. Heavy Laser: 85 Laser. The hovertank\plasma only differs by a measly 5 (an extra 0 - 10 damage, which means a lot vs. UFO inner hull armour). I guess the trend here was to moderate the area effect tank strengths. -[[User:NKF|NKF]] 23:22, 26 February 2009 (CST) &lt;br /&gt;
&lt;br /&gt;
I&#039;d have to agree with you there Spike. This wasn&#039;t a mistake, however odd it may seem. It was a deliberate attempt to try and balance the game. Below is a table I created ages ago for my (now defunct) strategy guide detailing the HWP&#039;s and what handheld weapon corresponds to it. When you stick them side-by-side, it really becomes apparent that the programmers were trying to base the HWP weapons off the handheld weapons somewhat. The only thing that doesn&#039;t follow a nice and distinct scheme is the damage. That&#039;s what is the clincher. --[[User:Zombie|Zombie]] 20:26, 26 February 2009 (CST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Tank Type&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;DAM&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Snap&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Aimed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Aimed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Snap&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;DAM&amp;lt;/th&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot; width=&amp;quot;140&amp;quot;&amp;gt;Handheld&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Tank/Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Heavy Cannon&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rocket Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;87.5&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Rocket Launcher&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Laser Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Heavy Laser&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Hovertank/Plasma&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Plasma Rifle&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Hovertank/Launch&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;Blaster Launcher&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;AP rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Average between the Small and Large Rocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Hold up! Tank rounds do 60AP. -[[User:NKF|NKF]] 23:22, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
So what&#039;s wrong? The table says 60 for the Tank/Cannon and 56 for HC-AP. Those are correct, no? --[[User:Zombie|Zombie]] 23:41, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Sorry, didn&#039;t realise it was two tables side by side (or rather mirrored). Eyes only noticed the left side of the table. -[[User:NKF|NKF]] 23:53, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: If the Hovertank Launcher did 200 damage, or worse if the Hovertank Launcher did EVEN MORE damage than the Blaster Launcher... that would make them easily the most deadly things on the map. As it is, the hovertank launcher is already pretty overpowered, even with 140 power.&lt;br /&gt;
&lt;br /&gt;
== DOS4GW - What the heck is it?  ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s been ages since I had to remember this stuff, so those who remember clearer than I do, forgive me if my descriptions aren&#039;t accurate. Hopefully the general idea will come across. &lt;br /&gt;
&lt;br /&gt;
Back in ye olde days of computere gamynge - and where there were more E&#039;s to go around, memory handling was a tricky beast to handle. Computer memory is divided into several different categories. Conventional, extended and I think expanded. I might be jumbling the terminologies for the last two a bit. Doesn&#039;t matter - memory was just cut up into small segments. The two most common memory types to PCs at the time were pretty small but were readily available.  The third one - the most expandable (aka the chip with its massive 4 Megs of RAM you just spent your whole month&#039;s allowance on!), wasn&#039;t as easy to get at. &lt;br /&gt;
&lt;br /&gt;
To get access to the higher memory that was available to the computer, special memory handlers had to be used. Drivers like HIMEM, emm386, etc were used. &lt;br /&gt;
&lt;br /&gt;
DOS4GW is one such handler that lets the game access the computer&#039;s available expanded memory. Lots of games that came out at the time use this. Doom, Duke Nukem 3d, Syndicate, Ultima Underworld, X-Com UFO/TFTD, etc. LOTS of games. Any time you ran a game from the dos console and you saw the Dos4GW message flash by briefly it would be assisted by it (well, it stayed on the screen for ages back when processors were slower!). &lt;br /&gt;
&lt;br /&gt;
It took the hassle out of memory handling and let the game access the available memory on the computer as one big flat block of memory to play with. &lt;br /&gt;
&lt;br /&gt;
So what was meant in the article was to simply replace the dos4gw.exe with a more up-to-date version from another game. I think the way to tell its version was just in the message that it displayed. You can just run the dos4gw.exe file in a console window. It&#039;ll give an error, but the message it shows will indicate its version. UFO 1.4 uses Dos4gw 1.95, for example. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:22, 6 March 2009 (CST)&lt;br /&gt;
:DOS4GW also switched the processor from 16bit to 32bit mode. [[User:Seb76|Seb76]] 13:58, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Clipping ==&lt;br /&gt;
I have a new bug. Its harmless. I have a savegame (EU CE - modified game) which has a sectoid within another sectoid. In the alien turn, one secturd walked off the roof and dropped down &amp;lt;s&amp;gt;onto&amp;lt;/s&amp;gt; into another. (I guess there DNA is indentical afterall, so they &#039;become one&#039; with the world). If you want the savegame (superhuman edited using UFOloader, UFO Mod v1, xcomed, Khor Chin WeapEdit v0.1) drop me a request on the my page somewhere. [[User:EsTeR|EsTeR]] 01:40, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Not something many would encounter, but definitely something that can happen. Units can occupy the same physical space, but the game cannot display them all. It&#039;ll only draw one of them. Actually saw this effect happen back in the early days of XComutil when it gained the ability to manually add new aliens into a battlescape. It did this by slotting them into the same spaces occupied by existing aliens. Then the fun would happen when you saw a couple of Mutons suddenly walk out of a sectoid. Not sure how the game determines who gets hurt when struck by a bullet. May very well depend on the order they are stored in the unitpos.dat file. &lt;br /&gt;
&lt;br /&gt;
: There are a couple of ways you can replicate this in-game, but I can only provide theories on how you could do it. Such as shooting the ceiling above you and letting the unit drop through, or moving a tank off a ledge and getting its non-primary segments land directly on top of another unit. By the way, the rear end of tanks get stuck in walls if you attempt to move north or east off any ledges. -[[User:NKF|NKF]] 02:18, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ok, so as long as others know about this, then all is good. I had never seen it and was doing alot of head scratching until I shot the alien.&lt;br /&gt;
&lt;br /&gt;
== Berserk HWP crashes the game ==&lt;br /&gt;
In the article page it mentions that aliens which go berserk with their integrated weapons will crash the game. This is only true for Mind Controlled aliens (or units under X-COM control) - alien controlled units which go berserk do not crash the game. I tested an MC&#039;d Celatid just now and it doesn&#039;t crash the game either, though it doesn&#039;t immediately go berserk - it waits another turn for some odd reason. Someone want to check this to verify my results? --[[User:Zombie|Zombie]] 20:31, 27 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== 80-items limit on CE edition ==&lt;br /&gt;
&lt;br /&gt;
I have the feeling that the 80-items limit does not apply to the CE edition and is instead a 110-items limit (at least during base defence). Can anyone confirm? [[User:Seb76|Seb76]] 16:24, 24 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27575</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27575"/>
		<updated>2010-02-22T19:36:40Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mouse scaller not working on Windows 7 x64 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
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:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOExtender-dev.zip&amp;diff=27574</id>
		<title>File:UFOExtender-dev.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOExtender-dev.zip&amp;diff=27574"/>
		<updated>2010-02-22T19:34:31Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOExtender-dev.zip&amp;quot;: Test version for fixing D3D mouse scaling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing version for HQ4x and automatic reequiping of soldiers.&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27559</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=27559"/>
		<updated>2010-02-22T05:19:26Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Store limit question */&lt;/p&gt;
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&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
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(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
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What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
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: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
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::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
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::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
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:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
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(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
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Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
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Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
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Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
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: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
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Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
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 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
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Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
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Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
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:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
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:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
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:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27544</id>
		<title>User:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27544"/>
		<updated>2010-02-21T13:39:55Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Mods */ General Store Capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi guys, I&#039;ve been posting here for quite some time now so I guess it&#039;s time to make this page. For now it&#039;s just a stub, I&#039;ll try to update it when time is available.&lt;br /&gt;
&lt;br /&gt;
I was a teenager when the game came out. I had no computer back then but I remember playing it on the computer of a friend&#039;s father, it was simply awesome. Years passed, and 3D completely changed the face of videogames. The main focus was turned to polygon counts and frames per second. Duke Nukem, Quake, Unreal, -you name any FPS-; I totally forgot about the &amp;quot;old-era&amp;quot; games. Later my interest in emulation brought me to the dosbox project; a real wayback machine... After all this 3D orgy, I decided to give it a shot and restarted the old X-COM just for fun. But then all memories came back at once; the music, the huge pixels, the tension of the first terror mission... The feeling was still the same after all the years. Still unmatched. IMHO the &amp;quot;best game ever&amp;quot; award it got is really deserved.&lt;br /&gt;
I since tried the &amp;quot;UFO after-xxx&amp;quot; spinoffs, but I think their pseudo-realtime aspect removes what make X-COM unique to me, this feeling you get when you press the end of turn button. Everything can happen then...&lt;br /&gt;
&lt;br /&gt;
Nowaday, most of my occupation with XCom is analysis of its code, and trying to explain the odd behaviors and see how the game can be exploited (with the help of a few patches). I&#039;ll try to gather here the most interesting pieces that I can find (most of my findings are scattered across the talk pages for the moment). Feel free to use the talk page if you have questions/suggestions.&lt;br /&gt;
&lt;br /&gt;
== UFO Extender ==&lt;br /&gt;
This section is about a loader I&#039;m working on that adds functionalities/fixes to the UFO Collector edition of the game. You can grab it here: [[Image:UFOLoader.zip ]]. The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it won&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). Modifications are seamless: there is no need to restart or wait for a geoscape/tactical transition to see the effect of the patches.&lt;br /&gt;
&lt;br /&gt;
By default no patch is enabled; you need to activate them in the ini file. To use, just unpack the zip file in your XCOM directory, edit the ini file and start the UFOLoader.exe file. It looks for a file named &amp;quot;UFO Defense.exe&amp;quot; (you can arrange that in the ini file).&lt;br /&gt;
Of course, if your computer fries while you&#039;re using it, I don&#039;t take any responsability...&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it. Also feel free to propose any idea that might be worth a mod ;-)&lt;br /&gt;
&lt;br /&gt;
NB: You need the VC2008 runtime to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
Also if you want to use the mp3 patch, you need to have Windows Media Player installed.&lt;br /&gt;
&lt;br /&gt;
For the curious out there, source is available here: [[Image:UFOExtender-src.zip]]. The code is awful but I&#039;m too lazy to fix that...&lt;br /&gt;
&lt;br /&gt;
Also I noticed on forums that some people try to run this along with et_2005: there is little chance that it&#039;s gonna work. I presume et_2005 heavily modifies the binary and trying to patch on top of it is quite hazardous. Some stuff may work, some other may not; you&#039;re on your own there.&lt;br /&gt;
Finally I don&#039;t do DAT files modifications because there are already lots of mods based on that. This allows them to keep working with the loader (that is why some xcomutil features should still work, as long as they are only based on resource modifications).&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (in the final version, the psi stats are only shown when the psi skill has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png]]&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;Weight&amp;gt;&amp;quot; at the bottom is only because I use a modified english.dat with an old patch, you should not see it in your version)&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
&lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
&lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
[[Image:Disjoint.png]]&lt;br /&gt;
&lt;br /&gt;
=== Base Building Stacking ===&lt;br /&gt;
You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem&lt;br /&gt;
you encounter.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Laser ===&lt;br /&gt;
This adds 2 firing modes to the heavy laser (which sucks big time by default :p):&lt;br /&gt;
*Burst mode: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points)&lt;br /&gt;
[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
*Full auto: you select 2 points, the soldier will spray the area inbetween with 8 shots&lt;br /&gt;
[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
*Firing the weapon will cost 50 energy&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
=== Stun Fest ===&lt;br /&gt;
Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Scroll speed in tactical mode is reduced. It is too fast for certain hardware configurations&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are destructed&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] bug removed. The cause was a funny one ^_^&lt;br /&gt;
* If you&#039;re tired of having to reselect your TU reserve mode at the begining of each turn, then the &amp;quot;Save Reserve Mode&amp;quot; patch is for you :)&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* Garbled video output due to ignored pitch&lt;br /&gt;
* [[Known_Bugs#Interceptions:_Last_Shot_Always_Misses | Problem with last salvo ]] during dogfights. The ship won&#039;t retreat when running out of ammo, allowing the last salvo to hit. Not the perfect solution, but you may still find this useful&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] when fuel level is 50%&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]]&lt;br /&gt;
* Enable sound effects during the intro&lt;br /&gt;
* Game freezes a bit when MIDI music change&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]]&lt;br /&gt;
* [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer...&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied only at the end of the turn. Maximum fire damage increased from 5 to 10 to compensate&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. Not really tested, may fix some mind control abuses.&lt;br /&gt;
* Animations Speed: Reduce the animation speed of cursors and smoke/fire.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* Hot grenades: they do explode even when held...&lt;br /&gt;
* Alien Inventory: access to mind controlled units&#039; inventory is granted&lt;br /&gt;
* Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired&lt;br /&gt;
* Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!&lt;br /&gt;
* Skippable intro movie&lt;br /&gt;
* Why can&#039;t we use alien weaponry without researching? After all a gun&#039;s a gun, you just pull the trigger... A new hack was added for this. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Blaster Bomb Drift: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore&lt;br /&gt;
* Recover All Clips: recover all clips after tactical phase, even those that have been used (does not recover completely depleted ones)&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
* Kill stunned units in explosions: usually, unconscious units just disappear when they blow up. Now you can score a kill when you blast stunned units (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
&lt;br /&gt;
In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
* Keep Base Navigation Modules: do not remove navigation controls from recovered items after a successful base assault&lt;br /&gt;
* More Smoke: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails&lt;br /&gt;
* Force Language: tired of selectin your language every time your start the game? This is for you&lt;br /&gt;
* [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* Disable Base Defenses: disable the base defence mecanism. Why delay the inevitable? A battle ship will eventually come through... Useful if you want to use some defence modules for tactical purposes&lt;br /&gt;
* [[Aliens_Own_Earth | Initial Alien Bases]] without the trouble of setting things up&lt;br /&gt;
* Show grenades primed status&lt;br /&gt;
* Faster base defense sequence: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* Reorder soldiers in craft&lt;br /&gt;
[[Image:SoldiersPosition.png]]&lt;br /&gt;
&lt;br /&gt;
If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list.&lt;br /&gt;
Now you can force rookies on the front line... It also enables you to check the soldier&#039;s stats by clicking on his name.&lt;br /&gt;
&lt;br /&gt;
* Line of fire restriction for psiamp and mind probe. Of course the aliens are not impacted&lt;br /&gt;
* Change initial base layout&lt;br /&gt;
* Change [[Experience#Regarding_Caps | experience caps]]&lt;br /&gt;
* No Funkers: only guys that went on the last mission are checked for promotion&lt;br /&gt;
* Bloodthirst: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* [[ Making_the_Game_Harder#Limited_Miltary | Limited Military ]]&lt;br /&gt;
* De equip crafts&lt;br /&gt;
[[Image:Deequip.png]]&lt;br /&gt;
* TFTD Doors: open a facing door by right-clicking. It&#039;ll cost you 4 TUs&lt;br /&gt;
* Assign all personnel (scientists/engineers) on a project by decreasing quantity below zero (à la ET)&lt;br /&gt;
* HQ4x: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* D3D: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly&lt;br /&gt;
* D3D Windowed: run the game in a window&lt;br /&gt;
* Always On Top: force the window in the foreground&lt;br /&gt;
* Clip Cursor: prevent the cursor from going outside the window. Move/resize the window to unlock it.&lt;br /&gt;
* Scale Mouse: attempt to fix the cursor running off screen when using HQ4x and/or D3D&lt;br /&gt;
* Screen Ratio: add black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo)&lt;br /&gt;
* No Auto Wake Up: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* Alien Bleeding: aliens suffer from fatal wounds&lt;br /&gt;
* No Alien Freak Out Messages: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages&lt;br /&gt;
* Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled)&lt;br /&gt;
* Craft Ready Message: notify when a craft is ready&lt;br /&gt;
[[Image:CraftReady.png]]&lt;br /&gt;
* CPU Mask: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc)&lt;br /&gt;
* High Priority: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* General Store Capacity: Change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows.&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Hacks ===&lt;br /&gt;
These hacks heavily alter the gameplay and should only be used for testing purpose.&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: all shall be revealed ;-)&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* Show All Locations: displays all active locations, detected or not&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27543</id>
		<title>User:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=27543"/>
		<updated>2010-02-21T13:38:14Z</updated>

		<summary type="html">&lt;p&gt;Seb76: /* Bug Fixes */ Animations Speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi guys, I&#039;ve been posting here for quite some time now so I guess it&#039;s time to make this page. For now it&#039;s just a stub, I&#039;ll try to update it when time is available.&lt;br /&gt;
&lt;br /&gt;
I was a teenager when the game came out. I had no computer back then but I remember playing it on the computer of a friend&#039;s father, it was simply awesome. Years passed, and 3D completely changed the face of videogames. The main focus was turned to polygon counts and frames per second. Duke Nukem, Quake, Unreal, -you name any FPS-; I totally forgot about the &amp;quot;old-era&amp;quot; games. Later my interest in emulation brought me to the dosbox project; a real wayback machine... After all this 3D orgy, I decided to give it a shot and restarted the old X-COM just for fun. But then all memories came back at once; the music, the huge pixels, the tension of the first terror mission... The feeling was still the same after all the years. Still unmatched. IMHO the &amp;quot;best game ever&amp;quot; award it got is really deserved.&lt;br /&gt;
I since tried the &amp;quot;UFO after-xxx&amp;quot; spinoffs, but I think their pseudo-realtime aspect removes what make X-COM unique to me, this feeling you get when you press the end of turn button. Everything can happen then...&lt;br /&gt;
&lt;br /&gt;
Nowaday, most of my occupation with XCom is analysis of its code, and trying to explain the odd behaviors and see how the game can be exploited (with the help of a few patches). I&#039;ll try to gather here the most interesting pieces that I can find (most of my findings are scattered across the talk pages for the moment). Feel free to use the talk page if you have questions/suggestions.&lt;br /&gt;
&lt;br /&gt;
== UFO Extender ==&lt;br /&gt;
This section is about a loader I&#039;m working on that adds functionalities/fixes to the UFO Collector edition of the game. You can grab it here: [[Image:UFOLoader.zip ]]. The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it won&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). Modifications are seamless: there is no need to restart or wait for a geoscape/tactical transition to see the effect of the patches.&lt;br /&gt;
&lt;br /&gt;
By default no patch is enabled; you need to activate them in the ini file. To use, just unpack the zip file in your XCOM directory, edit the ini file and start the UFOLoader.exe file. It looks for a file named &amp;quot;UFO Defense.exe&amp;quot; (you can arrange that in the ini file).&lt;br /&gt;
Of course, if your computer fries while you&#039;re using it, I don&#039;t take any responsability...&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it. Also feel free to propose any idea that might be worth a mod ;-)&lt;br /&gt;
&lt;br /&gt;
NB: You need the VC2008 runtime to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
Also if you want to use the mp3 patch, you need to have Windows Media Player installed.&lt;br /&gt;
&lt;br /&gt;
For the curious out there, source is available here: [[Image:UFOExtender-src.zip]]. The code is awful but I&#039;m too lazy to fix that...&lt;br /&gt;
&lt;br /&gt;
Also I noticed on forums that some people try to run this along with et_2005: there is little chance that it&#039;s gonna work. I presume et_2005 heavily modifies the binary and trying to patch on top of it is quite hazardous. Some stuff may work, some other may not; you&#039;re on your own there.&lt;br /&gt;
Finally I don&#039;t do DAT files modifications because there are already lots of mods based on that. This allows them to keep working with the loader (that is why some xcomutil features should still work, as long as they are only based on resource modifications).&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (in the final version, the psi stats are only shown when the psi skill has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png]]&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;Weight&amp;gt;&amp;quot; at the bottom is only because I use a modified english.dat with an old patch, you should not see it in your version)&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
&lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
&lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
[[Image:Disjoint.png]]&lt;br /&gt;
&lt;br /&gt;
=== Base Building Stacking ===&lt;br /&gt;
You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem&lt;br /&gt;
you encounter.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Laser ===&lt;br /&gt;
This adds 2 firing modes to the heavy laser (which sucks big time by default :p):&lt;br /&gt;
*Burst mode: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points)&lt;br /&gt;
[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
*Full auto: you select 2 points, the soldier will spray the area inbetween with 8 shots&lt;br /&gt;
[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
*Firing the weapon will cost 50 energy&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
=== Stun Fest ===&lt;br /&gt;
Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Scroll speed in tactical mode is reduced. It is too fast for certain hardware configurations&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are destructed&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] bug removed. The cause was a funny one ^_^&lt;br /&gt;
* If you&#039;re tired of having to reselect your TU reserve mode at the begining of each turn, then the &amp;quot;Save Reserve Mode&amp;quot; patch is for you :)&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* Garbled video output due to ignored pitch&lt;br /&gt;
* [[Known_Bugs#Interceptions:_Last_Shot_Always_Misses | Problem with last salvo ]] during dogfights. The ship won&#039;t retreat when running out of ammo, allowing the last salvo to hit. Not the perfect solution, but you may still find this useful&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] when fuel level is 50%&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]]&lt;br /&gt;
* Enable sound effects during the intro&lt;br /&gt;
* Game freezes a bit when MIDI music change&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]]&lt;br /&gt;
* [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer...&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied only at the end of the turn. Maximum fire damage increased from 5 to 10 to compensate&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. Not really tested, may fix some mind control abuses.&lt;br /&gt;
* Animations Speed: Reduce the animation speed of cursors and smoke/fire.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* Hot grenades: they do explode even when held...&lt;br /&gt;
* Alien Inventory: access to mind controlled units&#039; inventory is granted&lt;br /&gt;
* Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired&lt;br /&gt;
* Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!&lt;br /&gt;
* Skippable intro movie&lt;br /&gt;
* Why can&#039;t we use alien weaponry without researching? After all a gun&#039;s a gun, you just pull the trigger... A new hack was added for this. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Blaster Bomb Drift: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore&lt;br /&gt;
* Recover All Clips: recover all clips after tactical phase, even those that have been used (does not recover completely depleted ones)&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
* Kill stunned units in explosions: usually, unconscious units just disappear when they blow up. Now you can score a kill when you blast stunned units (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
&lt;br /&gt;
In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
* Keep Base Navigation Modules: do not remove navigation controls from recovered items after a successful base assault&lt;br /&gt;
* More Smoke: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails&lt;br /&gt;
* Force Language: tired of selectin your language every time your start the game? This is for you&lt;br /&gt;
* [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* Disable Base Defenses: disable the base defence mecanism. Why delay the inevitable? A battle ship will eventually come through... Useful if you want to use some defence modules for tactical purposes&lt;br /&gt;
* [[Aliens_Own_Earth | Initial Alien Bases]] without the trouble of setting things up&lt;br /&gt;
* Show grenades primed status&lt;br /&gt;
* Faster base defense sequence: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* Reorder soldiers in craft&lt;br /&gt;
[[Image:SoldiersPosition.png]]&lt;br /&gt;
&lt;br /&gt;
If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list.&lt;br /&gt;
Now you can force rookies on the front line... It also enables you to check the soldier&#039;s stats by clicking on his name.&lt;br /&gt;
&lt;br /&gt;
* Line of fire restriction for psiamp and mind probe. Of course the aliens are not impacted&lt;br /&gt;
* Change initial base layout&lt;br /&gt;
* Change [[Experience#Regarding_Caps | experience caps]]&lt;br /&gt;
* No Funkers: only guys that went on the last mission are checked for promotion&lt;br /&gt;
* Bloodthirst: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* [[ Making_the_Game_Harder#Limited_Miltary | Limited Military ]]&lt;br /&gt;
* De equip crafts&lt;br /&gt;
[[Image:Deequip.png]]&lt;br /&gt;
* TFTD Doors: open a facing door by right-clicking. It&#039;ll cost you 4 TUs&lt;br /&gt;
* Assign all personnel (scientists/engineers) on a project by decreasing quantity below zero (à la ET)&lt;br /&gt;
* HQ4x: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* D3D: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly&lt;br /&gt;
* D3D Windowed: run the game in a window&lt;br /&gt;
* Always On Top: force the window in the foreground&lt;br /&gt;
* Clip Cursor: prevent the cursor from going outside the window. Move/resize the window to unlock it.&lt;br /&gt;
* Scale Mouse: attempt to fix the cursor running off screen when using HQ4x and/or D3D&lt;br /&gt;
* Screen Ratio: add black bars to keep aspect ratio on non 16/10 monitors (based on patch from mikawo)&lt;br /&gt;
* No Auto Wake Up: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* Alien Bleeding: aliens suffer from fatal wounds&lt;br /&gt;
* No Alien Freak Out Messages: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages&lt;br /&gt;
* Max FPS: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled)&lt;br /&gt;
* Craft Ready Message: notify when a craft is ready&lt;br /&gt;
[[Image:CraftReady.png]]&lt;br /&gt;
* CPU Mask: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc)&lt;br /&gt;
* High Priority: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Hacks ===&lt;br /&gt;
These hacks heavily alter the gameplay and should only be used for testing purpose.&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: all shall be revealed ;-)&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* Show All Locations: displays all active locations, detected or not&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=27542</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=27542"/>
		<updated>2010-02-21T13:37:11Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOLoader.zip&amp;quot;: 1.20: Fix animations speed + change general stores capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Loader that tries to enhance the game. The my user page for details... [[User:Seb76|Seb76]]&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOExtender-src.zip&amp;diff=27541</id>
		<title>File:UFOExtender-src.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOExtender-src.zip&amp;diff=27541"/>
		<updated>2010-02-21T13:35:57Z</updated>

		<summary type="html">&lt;p&gt;Seb76: uploaded a new version of &amp;quot;Image:UFOExtender-src.zip&amp;quot;: v1.20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I try to keep this in sync with the provided binaries. If it lags behind and you want the most recent source, just ask and I&#039;ll upload a new version.&lt;/div&gt;</summary>
		<author><name>Seb76</name></author>
	</entry>
</feed>