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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14218</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14218"/>
		<updated>2007-12-16T20:26:10Z</updated>

		<summary type="html">&lt;p&gt;Teukros: /* Re-setting the ships to the default stats (dead simple) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misc ==&lt;br /&gt;
There&#039;s still a lot more stuff that could be added here. Also, I&#039;ve never used some of the flags mentioned, especially those concerning Geoscape/Game executable. More info from those who have used them would be nice. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:56, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
are there any standalone patches the fix the difficulty bug, or does one just copy over the geoscape.exe file to a new Xcom folder once its patched by using XcomUtil 9becuase of no other alternatives... as you can see, I&#039;m not a fan of it).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know about any patches that fix the difficulty bug. BladefireLight has made a patch that changes the craft back to their original configuration. It can be found [http://www.xcomufo.com/forums/index.php?showtopic=8656 here at the XcomUtil forums]&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:59, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The difficulty bug is only found in XCOM 1.0, and is fixed with the XCOM 1.4 patch, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 20:16, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, no. For the PC, the difficutly bug is only officially fixed in the Windows port - or as I like to call it, 1.4ce. &lt;br /&gt;
&lt;br /&gt;
P. S, it also pays to look at the header whenever posting anything onto the wiki to see if your cookies have let you down and your automatic login setting has been unchecked. This avoids your handle from turning into a mere user IP. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Backups of .rmp files ==&lt;br /&gt;
Hey, I wrote up a thingo about the patched geoscape.exe. I&#039;m not sure about the edited Xcom base tiles though, i guess the backups would be called XBASE##.XCU, and the edited, corrected tiles would be XBASE##.MAP. I&#039;m not sure on this because there are *.RMP files within the MAPS folder. Has anyone played around with cutting and pasting things and found out which ones to move to a new fresh install of the game? Thx [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The RMP files are the files used by the AI and I don&#039;t think XcomUtil changes those, so the backup .xcu files are the older .map files. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]: Ok, i&#039;ll look into it. Just always thought that RMP go in the routes folder, and maps in maps folder. Yet, there seems to be both types in the maps folder. I guess i&#039;ll have a play when i swap puters to fire up Xcom1.&lt;br /&gt;
&lt;br /&gt;
== Is there an X-COM mod editor? ==&lt;br /&gt;
&lt;br /&gt;
Is there something out there that lets people do their own mods to the game, such as changing/adding/removing weapons, technology trees, graphics, etc?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allow to change the weapons: http://www.jennana.com/projects/xcomed.php. &lt;br /&gt;
As for the graphics/maps the only way to do it is manually. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:18, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== RMP files ==&lt;br /&gt;
&lt;br /&gt;
Xcomutil does modify the rmp files when generating ship layouts. it just backs up all of them by default.&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:50, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== end of development ==&lt;br /&gt;
&lt;br /&gt;
Should we note that Scott has oficialy stated he will no longer be deloping xcomutil?&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:53, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Done. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:28, 16 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== New development ==&lt;br /&gt;
Where do we write to discuss new development? In particular, I just found out that the EQL flag to generate an equipment list can only be done on turn 1 -- and it took me a couple of turns moving equipment around inside the craft before I had everyone at the right cargo level (no one overloaded).&lt;br /&gt;
--[[User:Keybounce|Keybounce]] 00:31, 12 July 2007 (PDT)&lt;br /&gt;
:: You can try here at these forums [http://www.xcomufo.com/forums/index.php?showforum=79| XCOMUFO], most of us have accounts there as well. [[User:Pi Masta|Pi Masta]] 12:09, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Re-setting the ships to the default stats (dead simple) ==&lt;br /&gt;
&lt;br /&gt;
Concerning the &amp;quot;But I don&#039;t want some features&amp;quot; section - this is a very strange and roundabout way to do this. Just edit the XComUtil.cfg! Scott T. Jones&#039;s comments give enough information for anyone to figure it out (even me!)&lt;br /&gt;
&lt;br /&gt;
Perhaps the following text (or something like it) could be added to the actual page:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Opening XComUtil.cfg with any text editor, from lines 548 through 580 you will find the default stats and weapons for all X-Com ships in UFO (and in TFTD as well).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that these are the DEFAULT stats. So for example, the Skyranger class assault transport has no weapons hardpoint, and the Interceptor (a high performance plasma-stealth V/STOL MiG interceptor prototype with pulse-detonation engines, perhaps?) can of course NOT carry any troops, equipment or HWPs!!!! &lt;br /&gt;
&lt;br /&gt;
Skipping over the section titled Default Ship Terrain, we come down to the ship and weapon stats that the game actually uses i.e. from lines 615 through 630, you find the UFO stats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and you can see that the Skyranger has a hardpoint, and the Interceptor (absurdly) has a transport capacity similar to a Mi-24. &lt;br /&gt;
&lt;br /&gt;
To fix this, simply edit these numbers. I use the default values, which are given in lines 548 through 580. Then you just re-run XcuSetup.bat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Happy gaming!&lt;br /&gt;
&lt;br /&gt;
--[[User:Teukros|Teukros]] 12:26, 16 December 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Teukros</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14217</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14217"/>
		<updated>2007-12-16T18:21:57Z</updated>

		<summary type="html">&lt;p&gt;Teukros: /* Re-setting the ships to the default stats (dead simple) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misc ==&lt;br /&gt;
There&#039;s still a lot more stuff that could be added here. Also, I&#039;ve never used some of the flags mentioned, especially those concerning Geoscape/Game executable. More info from those who have used them would be nice. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:56, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
are there any standalone patches the fix the difficulty bug, or does one just copy over the geoscape.exe file to a new Xcom folder once its patched by using XcomUtil 9becuase of no other alternatives... as you can see, I&#039;m not a fan of it).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know about any patches that fix the difficulty bug. BladefireLight has made a patch that changes the craft back to their original configuration. It can be found [http://www.xcomufo.com/forums/index.php?showtopic=8656 here at the XcomUtil forums]&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:59, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The difficulty bug is only found in XCOM 1.0, and is fixed with the XCOM 1.4 patch, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 20:16, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, no. For the PC, the difficutly bug is only officially fixed in the Windows port - or as I like to call it, 1.4ce. &lt;br /&gt;
&lt;br /&gt;
P. S, it also pays to look at the header whenever posting anything onto the wiki to see if your cookies have let you down and your automatic login setting has been unchecked. This avoids your handle from turning into a mere user IP. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Backups of .rmp files ==&lt;br /&gt;
Hey, I wrote up a thingo about the patched geoscape.exe. I&#039;m not sure about the edited Xcom base tiles though, i guess the backups would be called XBASE##.XCU, and the edited, corrected tiles would be XBASE##.MAP. I&#039;m not sure on this because there are *.RMP files within the MAPS folder. Has anyone played around with cutting and pasting things and found out which ones to move to a new fresh install of the game? Thx [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The RMP files are the files used by the AI and I don&#039;t think XcomUtil changes those, so the backup .xcu files are the older .map files. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]: Ok, i&#039;ll look into it. Just always thought that RMP go in the routes folder, and maps in maps folder. Yet, there seems to be both types in the maps folder. I guess i&#039;ll have a play when i swap puters to fire up Xcom1.&lt;br /&gt;
&lt;br /&gt;
== Is there an X-COM mod editor? ==&lt;br /&gt;
&lt;br /&gt;
Is there something out there that lets people do their own mods to the game, such as changing/adding/removing weapons, technology trees, graphics, etc?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allow to change the weapons: http://www.jennana.com/projects/xcomed.php. &lt;br /&gt;
As for the graphics/maps the only way to do it is manually. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:18, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== RMP files ==&lt;br /&gt;
&lt;br /&gt;
Xcomutil does modify the rmp files when generating ship layouts. it just backs up all of them by default.&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:50, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== end of development ==&lt;br /&gt;
&lt;br /&gt;
Should we note that Scott has oficialy stated he will no longer be deloping xcomutil?&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:53, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Done. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:28, 16 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== New development ==&lt;br /&gt;
Where do we write to discuss new development? In particular, I just found out that the EQL flag to generate an equipment list can only be done on turn 1 -- and it took me a couple of turns moving equipment around inside the craft before I had everyone at the right cargo level (no one overloaded).&lt;br /&gt;
--[[User:Keybounce|Keybounce]] 00:31, 12 July 2007 (PDT)&lt;br /&gt;
:: You can try here at these forums [http://www.xcomufo.com/forums/index.php?showforum=79| XCOMUFO], most of us have accounts there as well. [[User:Pi Masta|Pi Masta]] 12:09, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Re-setting the ships to the default stats (dead simple) ==&lt;br /&gt;
&lt;br /&gt;
Concerning the &amp;quot;But I don&#039;t want some features&amp;quot; section - this is a very strange and roundabout way to do this. Just edit the XComUtil.cfg! Scott T. Jones&#039;s comments give enough information for anyone to figure it out (even me!)&lt;br /&gt;
&lt;br /&gt;
Perhaps the following text (or something like it) could be added to the actual page:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Opening XComUtil.cfg with any text editor, from lines 548 through 580 you will find the default stats and weapons for all X-Com ships in UFO (and in TFTD as well).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that these are the DEFAULT stats. So for example, the Skyranger class assault transport has no weapons hardpoint, and the Interceptor (a high performance plasma-stealth V/STOL MiG interceptor prototype with pulse-detonation engines, perhaps?) can of course NOT carry any troops, equipment or HWPs!!!! &lt;br /&gt;
&lt;br /&gt;
Skipping over the section titled Default Ship Terrain, we come down to the ship and weapon stats that the game actually uses i.e. from lines 615 through 630, you find the UFO stats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and you can see that the Skyranger has a hardpoint, and the Interceptor (absurdly) has a transport capacity similar to a Mi-24. &lt;br /&gt;
&lt;br /&gt;
To fix this, simply edit these numbers. I use the default values, which are given in lines 548 through 580. Then you just re-run XcuSetup.bat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Happy gaming!&lt;/div&gt;</summary>
		<author><name>Teukros</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14216</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14216"/>
		<updated>2007-12-16T18:17:41Z</updated>

		<summary type="html">&lt;p&gt;Teukros: /* Re-setting the ships to the default stats (dead simple) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misc ==&lt;br /&gt;
There&#039;s still a lot more stuff that could be added here. Also, I&#039;ve never used some of the flags mentioned, especially those concerning Geoscape/Game executable. More info from those who have used them would be nice. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:56, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
are there any standalone patches the fix the difficulty bug, or does one just copy over the geoscape.exe file to a new Xcom folder once its patched by using XcomUtil 9becuase of no other alternatives... as you can see, I&#039;m not a fan of it).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know about any patches that fix the difficulty bug. BladefireLight has made a patch that changes the craft back to their original configuration. It can be found [http://www.xcomufo.com/forums/index.php?showtopic=8656 here at the XcomUtil forums]&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:59, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The difficulty bug is only found in XCOM 1.0, and is fixed with the XCOM 1.4 patch, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 20:16, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, no. For the PC, the difficutly bug is only officially fixed in the Windows port - or as I like to call it, 1.4ce. &lt;br /&gt;
&lt;br /&gt;
P. S, it also pays to look at the header whenever posting anything onto the wiki to see if your cookies have let you down and your automatic login setting has been unchecked. This avoids your handle from turning into a mere user IP. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Backups of .rmp files ==&lt;br /&gt;
Hey, I wrote up a thingo about the patched geoscape.exe. I&#039;m not sure about the edited Xcom base tiles though, i guess the backups would be called XBASE##.XCU, and the edited, corrected tiles would be XBASE##.MAP. I&#039;m not sure on this because there are *.RMP files within the MAPS folder. Has anyone played around with cutting and pasting things and found out which ones to move to a new fresh install of the game? Thx [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The RMP files are the files used by the AI and I don&#039;t think XcomUtil changes those, so the backup .xcu files are the older .map files. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]: Ok, i&#039;ll look into it. Just always thought that RMP go in the routes folder, and maps in maps folder. Yet, there seems to be both types in the maps folder. I guess i&#039;ll have a play when i swap puters to fire up Xcom1.&lt;br /&gt;
&lt;br /&gt;
== Is there an X-COM mod editor? ==&lt;br /&gt;
&lt;br /&gt;
Is there something out there that lets people do their own mods to the game, such as changing/adding/removing weapons, technology trees, graphics, etc?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allow to change the weapons: http://www.jennana.com/projects/xcomed.php. &lt;br /&gt;
As for the graphics/maps the only way to do it is manually. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:18, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== RMP files ==&lt;br /&gt;
&lt;br /&gt;
Xcomutil does modify the rmp files when generating ship layouts. it just backs up all of them by default.&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:50, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== end of development ==&lt;br /&gt;
&lt;br /&gt;
Should we note that Scott has oficialy stated he will no longer be deloping xcomutil?&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:53, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Done. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:28, 16 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== New development ==&lt;br /&gt;
Where do we write to discuss new development? In particular, I just found out that the EQL flag to generate an equipment list can only be done on turn 1 -- and it took me a couple of turns moving equipment around inside the craft before I had everyone at the right cargo level (no one overloaded).&lt;br /&gt;
--[[User:Keybounce|Keybounce]] 00:31, 12 July 2007 (PDT)&lt;br /&gt;
:: You can try here at these forums [http://www.xcomufo.com/forums/index.php?showforum=79| XCOMUFO], most of us have accounts there as well. [[User:Pi Masta|Pi Masta]] 12:09, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Re-setting the ships to the default stats (dead simple) ==&lt;br /&gt;
&lt;br /&gt;
Concerning the &amp;quot;But I don&#039;t want some features&amp;quot; section - this is a very strange and roundabout way to do this. Just edit the XComUtil.cfg! Scott T. Jones&#039;s comments give enough information for anyone to figure it out (even me!)&lt;br /&gt;
&lt;br /&gt;
Perhaps the following text (or something like it) could be added to the actual page:&lt;br /&gt;
&lt;br /&gt;
Opening XComUtil.cfg with any text editor, from lines 548 through 580 you will find the default stats and weapons for all X-Com ships in UFO (and in TFTD as well):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;// Default Ship Stats&lt;br /&gt;
//&lt;br /&gt;
//    Shipname Speed Accel  Fuel Armor Wpns Crew HWPs&lt;br /&gt;
//&lt;br /&gt;
//   Skyranger   760     2  1500   150    0   14    3&lt;br /&gt;
//   Lightning  3100     8    30   800    1   12    0&lt;br /&gt;
//     Avenger  5400    10    60  1200    2   26    4&lt;br /&gt;
// Interceptor  2100     3  1000   100    2    0    0&lt;br /&gt;
//   Firestorm  4200     9    20   500    2    0    0&lt;br /&gt;
//&lt;br /&gt;
//      Triton   790     2  1400   160    0   14    3&lt;br /&gt;
//  Hammerhead  4030     9    60   960    1   12    0&lt;br /&gt;
//   Leviathan  5800     9    50  1250    2   26    4&lt;br /&gt;
//   Barracuda  2400     3   800   120    2    0    0&lt;br /&gt;
//       Manta  4600    10    30   400    2    0    0&lt;br /&gt;
&lt;br /&gt;
// Default Ship Weapons&lt;br /&gt;
//&lt;br /&gt;
//               Weapon Range   Acc   Dmg  Time #Ammo  Ammo&lt;br /&gt;
//&lt;br /&gt;
//    Stingray Launcher    30    70    70    15     6     6&lt;br /&gt;
//   Avalanche Launcher    60    80   100    20     3     7&lt;br /&gt;
//               Cannon    10    25    10     2   200     8&lt;br /&gt;
// Fusion Ball Launcher    65   100   230    25     2     9&lt;br /&gt;
//         Laser Cannon    21    35    70     4     0     0&lt;br /&gt;
//          Plasma Beam    52    50   140     6     0     0&lt;br /&gt;
//&lt;br /&gt;
//        Ajax Launcher    32    70    60    17     6     6&lt;br /&gt;
//    DUP Head Launcher    50    80   110    21     3     7&lt;br /&gt;
//           Gas Cannon     8    25    15     3   200     8&lt;br /&gt;
//            Disruptor    60   100   200    28     2     9&lt;br /&gt;
//         Gauss Cannon    20    35    90     4    50    96&lt;br /&gt;
//         Sonic Cannon    55    50   150     5   100     0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that these are the DEFAULT stats. So for example, the Skyranger class assault transport has no weapons hardpoint, and the Interceptor (a high performance plasma-stealth V/STOL MiG interceptor prototype with pulse-detonation engines, perhaps?) can of course NOT carry any troops, equipment or HWPs!!!! &lt;br /&gt;
&lt;br /&gt;
Skipping over the section titled Default Ship Terrain, we come down to the ship and weapon stats that the game actually uses i.e. from lines 615 through 630, you find the UFO stats:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;XCOMShips&lt;br /&gt;
Stats&lt;br /&gt;
 760     2  1500   150    1   14    3&lt;br /&gt;
3100     8    30   800    1   28    0&lt;br /&gt;
5400    10    60  1200    2   26    4&lt;br /&gt;
2100     3  1000   100    2    6    1&lt;br /&gt;
4200     9    20   500    2   10    1&lt;br /&gt;
/Stats&lt;br /&gt;
Weapons&lt;br /&gt;
  30    70    70    15     6     6&lt;br /&gt;
  60    80   100    20     3     7&lt;br /&gt;
  10    25    10     2   200     8&lt;br /&gt;
  65   100   230    25     2     9&lt;br /&gt;
  35    35    35     4     0     0&lt;br /&gt;
  52    50   140     6     0     0&lt;br /&gt;
/Weapons&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and you can see that the Skyranger has a hardpoint, and the Interceptor (absurdly) has a transport capacity similar to a Mi-24. &lt;br /&gt;
&lt;br /&gt;
To fix this, simply edit these numbers. I use the default values; these lines may simply be copied and pasted over the corresponding XComUtil.cfg lines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;XCOMShips&lt;br /&gt;
Stats&lt;br /&gt;
 760     2  1500   150    0   14    3&lt;br /&gt;
3100     8    30   800    1   12    0&lt;br /&gt;
5400    10    60  1200    2   26    4&lt;br /&gt;
2100     3  1000   100    2    0    0&lt;br /&gt;
4200     9    20   500    2    0    0&lt;br /&gt;
/Stats&lt;br /&gt;
Weapons&lt;br /&gt;
  30    70    70    15     6     6&lt;br /&gt;
  60    80   100    20     3     7&lt;br /&gt;
  10    25    10     2   200     8&lt;br /&gt;
  65   100   230    25     2     9&lt;br /&gt;
  21    35    70     4     0     0&lt;br /&gt;
  52    50   140     6     0     0&lt;br /&gt;
/Weapons&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now just re-run XcuSetup.bat, and you&#039;re done!&lt;br /&gt;
&lt;br /&gt;
Happy gaming!&lt;/div&gt;</summary>
		<author><name>Teukros</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14215</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14215"/>
		<updated>2007-12-16T18:15:54Z</updated>

		<summary type="html">&lt;p&gt;Teukros: /* Re-setting the ships to the default stats (dead simple) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misc ==&lt;br /&gt;
There&#039;s still a lot more stuff that could be added here. Also, I&#039;ve never used some of the flags mentioned, especially those concerning Geoscape/Game executable. More info from those who have used them would be nice. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:56, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
are there any standalone patches the fix the difficulty bug, or does one just copy over the geoscape.exe file to a new Xcom folder once its patched by using XcomUtil 9becuase of no other alternatives... as you can see, I&#039;m not a fan of it).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know about any patches that fix the difficulty bug. BladefireLight has made a patch that changes the craft back to their original configuration. It can be found [http://www.xcomufo.com/forums/index.php?showtopic=8656 here at the XcomUtil forums]&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:59, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The difficulty bug is only found in XCOM 1.0, and is fixed with the XCOM 1.4 patch, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 20:16, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, no. For the PC, the difficutly bug is only officially fixed in the Windows port - or as I like to call it, 1.4ce. &lt;br /&gt;
&lt;br /&gt;
P. S, it also pays to look at the header whenever posting anything onto the wiki to see if your cookies have let you down and your automatic login setting has been unchecked. This avoids your handle from turning into a mere user IP. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Backups of .rmp files ==&lt;br /&gt;
Hey, I wrote up a thingo about the patched geoscape.exe. I&#039;m not sure about the edited Xcom base tiles though, i guess the backups would be called XBASE##.XCU, and the edited, corrected tiles would be XBASE##.MAP. I&#039;m not sure on this because there are *.RMP files within the MAPS folder. Has anyone played around with cutting and pasting things and found out which ones to move to a new fresh install of the game? Thx [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The RMP files are the files used by the AI and I don&#039;t think XcomUtil changes those, so the backup .xcu files are the older .map files. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]: Ok, i&#039;ll look into it. Just always thought that RMP go in the routes folder, and maps in maps folder. Yet, there seems to be both types in the maps folder. I guess i&#039;ll have a play when i swap puters to fire up Xcom1.&lt;br /&gt;
&lt;br /&gt;
== Is there an X-COM mod editor? ==&lt;br /&gt;
&lt;br /&gt;
Is there something out there that lets people do their own mods to the game, such as changing/adding/removing weapons, technology trees, graphics, etc?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allow to change the weapons: http://www.jennana.com/projects/xcomed.php. &lt;br /&gt;
As for the graphics/maps the only way to do it is manually. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:18, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== RMP files ==&lt;br /&gt;
&lt;br /&gt;
Xcomutil does modify the rmp files when generating ship layouts. it just backs up all of them by default.&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:50, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== end of development ==&lt;br /&gt;
&lt;br /&gt;
Should we note that Scott has oficialy stated he will no longer be deloping xcomutil?&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:53, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Done. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:28, 16 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== New development ==&lt;br /&gt;
Where do we write to discuss new development? In particular, I just found out that the EQL flag to generate an equipment list can only be done on turn 1 -- and it took me a couple of turns moving equipment around inside the craft before I had everyone at the right cargo level (no one overloaded).&lt;br /&gt;
--[[User:Keybounce|Keybounce]] 00:31, 12 July 2007 (PDT)&lt;br /&gt;
:: You can try here at these forums [http://www.xcomufo.com/forums/index.php?showforum=79| XCOMUFO], most of us have accounts there as well. [[User:Pi Masta|Pi Masta]] 12:09, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Re-setting the ships to the default stats (dead simple) ==&lt;br /&gt;
&lt;br /&gt;
Concerning the &amp;quot;But I don&#039;t want some features&amp;quot; section - this is a very strange and roundabout way to do this. Just edit the XComUtil.cfg! Scott T. Jones&#039;s comments give enough information for anyone to figure it out (even me!)&lt;br /&gt;
&lt;br /&gt;
Perhaps the following text (or something like it) could be added to the actual page:&lt;br /&gt;
&lt;br /&gt;
Opening XComUtil.cfg with any text editor, from lines 548 through 580 you will find the default stats and weapons for all X-Com ships in UFO (and in TFTD as well):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
// Default Ship Stats&lt;br /&gt;
//&lt;br /&gt;
//    Shipname Speed Accel  Fuel Armor Wpns Crew HWPs&lt;br /&gt;
//&lt;br /&gt;
//   Skyranger   760     2  1500   150    0   14    3&lt;br /&gt;
//   Lightning  3100     8    30   800    1   12    0&lt;br /&gt;
//     Avenger  5400    10    60  1200    2   26    4&lt;br /&gt;
// Interceptor  2100     3  1000   100    2    0    0&lt;br /&gt;
//   Firestorm  4200     9    20   500    2    0    0&lt;br /&gt;
//&lt;br /&gt;
//      Triton   790     2  1400   160    0   14    3&lt;br /&gt;
//  Hammerhead  4030     9    60   960    1   12    0&lt;br /&gt;
//   Leviathan  5800     9    50  1250    2   26    4&lt;br /&gt;
//   Barracuda  2400     3   800   120    2    0    0&lt;br /&gt;
//       Manta  4600    10    30   400    2    0    0&lt;br /&gt;
&lt;br /&gt;
// Default Ship Weapons&lt;br /&gt;
//&lt;br /&gt;
//               Weapon Range   Acc   Dmg  Time #Ammo  Ammo&lt;br /&gt;
//&lt;br /&gt;
//    Stingray Launcher    30    70    70    15     6     6&lt;br /&gt;
//   Avalanche Launcher    60    80   100    20     3     7&lt;br /&gt;
//               Cannon    10    25    10     2   200     8&lt;br /&gt;
// Fusion Ball Launcher    65   100   230    25     2     9&lt;br /&gt;
//         Laser Cannon    21    35    70     4     0     0&lt;br /&gt;
//          Plasma Beam    52    50   140     6     0     0&lt;br /&gt;
//&lt;br /&gt;
//        Ajax Launcher    32    70    60    17     6     6&lt;br /&gt;
//    DUP Head Launcher    50    80   110    21     3     7&lt;br /&gt;
//           Gas Cannon     8    25    15     3   200     8&lt;br /&gt;
//            Disruptor    60   100   200    28     2     9&lt;br /&gt;
//         Gauss Cannon    20    35    90     4    50    96&lt;br /&gt;
//         Sonic Cannon    55    50   150     5   100     0&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that these are the DEFAULT stats. So for example, the Skyranger class assault transport has no weapons hardpoint, and the Interceptor (a high performance plasma-stealth V/STOL MiG interceptor prototype with pulse-detonation engines, perhaps?) can of course NOT carry any troops, equipment or HWPs!!!! &lt;br /&gt;
&lt;br /&gt;
Skipping over the section titled Default Ship Terrain, we come down to the ship and weapon stats that the game actually uses i.e. from lines 615 through 630, you find the UFO stats:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
XCOMShips&lt;br /&gt;
Stats&lt;br /&gt;
 760     2  1500   150    1   14    3&lt;br /&gt;
3100     8    30   800    1   28    0&lt;br /&gt;
5400    10    60  1200    2   26    4&lt;br /&gt;
2100     3  1000   100    2    6    1&lt;br /&gt;
4200     9    20   500    2   10    1&lt;br /&gt;
/Stats&lt;br /&gt;
Weapons&lt;br /&gt;
  30    70    70    15     6     6&lt;br /&gt;
  60    80   100    20     3     7&lt;br /&gt;
  10    25    10     2   200     8&lt;br /&gt;
  65   100   230    25     2     9&lt;br /&gt;
  35    35    35     4     0     0&lt;br /&gt;
  52    50   140     6     0     0&lt;br /&gt;
/Weapons&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and you can see that the Skyranger has a hardpoint, and the Interceptor (absurdly) has a transport capacity similar to a Mi-24. &lt;br /&gt;
&lt;br /&gt;
To fix this, simply edit these numbers. I use the default values; these lines may simply be copied and pasted over the corresponding XComUtil.cfg lines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
XCOMShips&lt;br /&gt;
Stats&lt;br /&gt;
 760     2  1500   150    0   14    3&lt;br /&gt;
3100     8    30   800    1   12    0&lt;br /&gt;
5400    10    60  1200    2   26    4&lt;br /&gt;
2100     3  1000   100    2    0    0&lt;br /&gt;
4200     9    20   500    2    0    0&lt;br /&gt;
/Stats&lt;br /&gt;
Weapons&lt;br /&gt;
  30    70    70    15     6     6&lt;br /&gt;
  60    80   100    20     3     7&lt;br /&gt;
  10    25    10     2   200     8&lt;br /&gt;
  65   100   230    25     2     9&lt;br /&gt;
  21    35    70     4     0     0&lt;br /&gt;
  52    50   140     6     0     0&lt;br /&gt;
/Weapons&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now just re-run XcuSetup.bat, and you&#039;re done!&lt;br /&gt;
&lt;br /&gt;
Happy gaming!&lt;/div&gt;</summary>
		<author><name>Teukros</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14214</id>
		<title>Talk:XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XcomUtil&amp;diff=14214"/>
		<updated>2007-12-16T18:13:29Z</updated>

		<summary type="html">&lt;p&gt;Teukros: New section: Re-setting the ships to the default stats (dead simple)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misc ==&lt;br /&gt;
There&#039;s still a lot more stuff that could be added here. Also, I&#039;ve never used some of the flags mentioned, especially those concerning Geoscape/Game executable. More info from those who have used them would be nice. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:56, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
are there any standalone patches the fix the difficulty bug, or does one just copy over the geoscape.exe file to a new Xcom folder once its patched by using XcomUtil 9becuase of no other alternatives... as you can see, I&#039;m not a fan of it).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know about any patches that fix the difficulty bug. BladefireLight has made a patch that changes the craft back to their original configuration. It can be found [http://www.xcomufo.com/forums/index.php?showtopic=8656 here at the XcomUtil forums]&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:59, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The difficulty bug is only found in XCOM 1.0, and is fixed with the XCOM 1.4 patch, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 20:16, 9 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, no. For the PC, the difficutly bug is only officially fixed in the Windows port - or as I like to call it, 1.4ce. &lt;br /&gt;
&lt;br /&gt;
P. S, it also pays to look at the header whenever posting anything onto the wiki to see if your cookies have let you down and your automatic login setting has been unchecked. This avoids your handle from turning into a mere user IP. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Backups of .rmp files ==&lt;br /&gt;
Hey, I wrote up a thingo about the patched geoscape.exe. I&#039;m not sure about the edited Xcom base tiles though, i guess the backups would be called XBASE##.XCU, and the edited, corrected tiles would be XBASE##.MAP. I&#039;m not sure on this because there are *.RMP files within the MAPS folder. Has anyone played around with cutting and pasting things and found out which ones to move to a new fresh install of the game? Thx [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The RMP files are the files used by the AI and I don&#039;t think XcomUtil changes those, so the backup .xcu files are the older .map files. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]: Ok, i&#039;ll look into it. Just always thought that RMP go in the routes folder, and maps in maps folder. Yet, there seems to be both types in the maps folder. I guess i&#039;ll have a play when i swap puters to fire up Xcom1.&lt;br /&gt;
&lt;br /&gt;
== Is there an X-COM mod editor? ==&lt;br /&gt;
&lt;br /&gt;
Is there something out there that lets people do their own mods to the game, such as changing/adding/removing weapons, technology trees, graphics, etc?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allow to change the weapons: http://www.jennana.com/projects/xcomed.php. &lt;br /&gt;
As for the graphics/maps the only way to do it is manually. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:18, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== RMP files ==&lt;br /&gt;
&lt;br /&gt;
Xcomutil does modify the rmp files when generating ship layouts. it just backs up all of them by default.&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:50, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== end of development ==&lt;br /&gt;
&lt;br /&gt;
Should we note that Scott has oficialy stated he will no longer be deloping xcomutil?&lt;br /&gt;
&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:53, 15 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Done. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 07:28, 16 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== New development ==&lt;br /&gt;
Where do we write to discuss new development? In particular, I just found out that the EQL flag to generate an equipment list can only be done on turn 1 -- and it took me a couple of turns moving equipment around inside the craft before I had everyone at the right cargo level (no one overloaded).&lt;br /&gt;
--[[User:Keybounce|Keybounce]] 00:31, 12 July 2007 (PDT)&lt;br /&gt;
:: You can try here at these forums [http://www.xcomufo.com/forums/index.php?showforum=79| XCOMUFO], most of us have accounts there as well. [[User:Pi Masta|Pi Masta]] 12:09, 16 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Re-setting the ships to the default stats (dead simple) ==&lt;br /&gt;
&lt;br /&gt;
Concerning the &amp;quot;But I don&#039;t want some features&amp;quot; section - this is a very strange and roundabout way to do this. Just edit the XComUtil.cfg! Scott T. Jones&#039;s comments give enough information for anyone to figure it out (even me!)&lt;br /&gt;
&lt;br /&gt;
Perhaps the following text (or something like it) could be added to the actual page:&lt;br /&gt;
&lt;br /&gt;
Opening XComUtil.cfg with any text editor, from lines 548 through 580 you will find the default stats and weapons for all X-Com ships in UFO (and in TFTD as well):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Default Ship Stats&lt;br /&gt;
//&lt;br /&gt;
//    Shipname Speed Accel  Fuel Armor Wpns Crew HWPs&lt;br /&gt;
//&lt;br /&gt;
//   Skyranger   760     2  1500   150    0   14    3&lt;br /&gt;
//   Lightning  3100     8    30   800    1   12    0&lt;br /&gt;
//     Avenger  5400    10    60  1200    2   26    4&lt;br /&gt;
// Interceptor  2100     3  1000   100    2    0    0&lt;br /&gt;
//   Firestorm  4200     9    20   500    2    0    0&lt;br /&gt;
//&lt;br /&gt;
//      Triton   790     2  1400   160    0   14    3&lt;br /&gt;
//  Hammerhead  4030     9    60   960    1   12    0&lt;br /&gt;
//   Leviathan  5800     9    50  1250    2   26    4&lt;br /&gt;
//   Barracuda  2400     3   800   120    2    0    0&lt;br /&gt;
//       Manta  4600    10    30   400    2    0    0&lt;br /&gt;
&lt;br /&gt;
// Default Ship Weapons&lt;br /&gt;
//&lt;br /&gt;
//               Weapon Range   Acc   Dmg  Time #Ammo  Ammo&lt;br /&gt;
//&lt;br /&gt;
//    Stingray Launcher    30    70    70    15     6     6&lt;br /&gt;
//   Avalanche Launcher    60    80   100    20     3     7&lt;br /&gt;
//               Cannon    10    25    10     2   200     8&lt;br /&gt;
// Fusion Ball Launcher    65   100   230    25     2     9&lt;br /&gt;
//         Laser Cannon    21    35    70     4     0     0&lt;br /&gt;
//          Plasma Beam    52    50   140     6     0     0&lt;br /&gt;
//&lt;br /&gt;
//        Ajax Launcher    32    70    60    17     6     6&lt;br /&gt;
//    DUP Head Launcher    50    80   110    21     3     7&lt;br /&gt;
//           Gas Cannon     8    25    15     3   200     8&lt;br /&gt;
//            Disruptor    60   100   200    28     2     9&lt;br /&gt;
//         Gauss Cannon    20    35    90     4    50    96&lt;br /&gt;
//         Sonic Cannon    55    50   150     5   100     0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that these are the DEFAULT stats. So for example, the Skyranger class assault transport has no weapons hardpoint, and the Interceptor (a high performance plasma-stealth V/STOL MiG interceptor prototype with pulse-detonation engines, perhaps?) can of course NOT carry any troops, equipment or HWPs!!!! &lt;br /&gt;
&lt;br /&gt;
Skipping over the section titled Default Ship Terrain, we come down to the ship and weapon stats that the game actually uses i.e. from lines 615 through 630, you find the UFO stats:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOMShips&lt;br /&gt;
Stats&lt;br /&gt;
 760     2  1500   150    1   14    3&lt;br /&gt;
3100     8    30   800    1   28    0&lt;br /&gt;
5400    10    60  1200    2   26    4&lt;br /&gt;
2100     3  1000   100    2    6    1&lt;br /&gt;
4200     9    20   500    2   10    1&lt;br /&gt;
/Stats&lt;br /&gt;
Weapons&lt;br /&gt;
  30    70    70    15     6     6&lt;br /&gt;
  60    80   100    20     3     7&lt;br /&gt;
  10    25    10     2   200     8&lt;br /&gt;
  65   100   230    25     2     9&lt;br /&gt;
  35    35    35     4     0     0&lt;br /&gt;
  52    50   140     6     0     0&lt;br /&gt;
/Weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and you can see that the Skyranger has a hardpoint, and the Interceptor (absurdly) has a transport capacity similar to a Mi-24. &lt;br /&gt;
&lt;br /&gt;
To fix this, simply edit these numbers. I use the default values; these lines may simply be copied and pasted over the corresponding XComUtil.cfg lines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XCOMShips&lt;br /&gt;
Stats&lt;br /&gt;
 760     2  1500   150    0   14    3&lt;br /&gt;
3100     8    30   800    1   12    0&lt;br /&gt;
5400    10    60  1200    2   26    4&lt;br /&gt;
2100     3  1000   100    2    0    0&lt;br /&gt;
4200     9    20   500    2    0    0&lt;br /&gt;
/Stats&lt;br /&gt;
Weapons&lt;br /&gt;
  30    70    70    15     6     6&lt;br /&gt;
  60    80   100    20     3     7&lt;br /&gt;
  10    25    10     2   200     8&lt;br /&gt;
  65   100   230    25     2     9&lt;br /&gt;
  21    35    70     4     0     0&lt;br /&gt;
  52    50   140     6     0     0&lt;br /&gt;
/Weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now just re-run XcuSetup.bat, and you&#039;re done!&lt;br /&gt;
&lt;br /&gt;
Happy gaming!&lt;/div&gt;</summary>
		<author><name>Teukros</name></author>
	</entry>
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