Difference between revisions of "File talk:TFTDextender.zip"

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(Withdrew one question answered elsewhere; clarified another)
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**Added option to allow the aliens to respond to interception attacks, reactions depend on game difficulty.
 
**Added option to allow the aliens to respond to interception attacks, reactions depend on game difficulty.
 
**Cautious mode in interceptions now only fires one weapon until ammo exhausted before switching to an identical second weapon.
 
**Cautious mode in interceptions now only fires one weapon until ammo exhausted before switching to an identical second weapon.
:: For launched weapons, Cautious mode already decreases Rate of Fire by one third vs Standard mode and by one half vs Aggressive mode. This is a further one half reduction in Rate of Fire - what's the purpose of that? Is it so that Cautious Mode has some effect on craft armed with dual identical weapons? Is it so Cautious Mode has an effect on cannon-armed craft? Is there a compensating benefit to X-Com, for this extra reduction in fire rate? Actually I'm not sure there are any benefits to using Cautious mode for X-Com, in the normal case, except when the craft has two different weapons with two different ranges. See my rough investigations at [[Air_Combat_Mechanics#Observed_Rates_of_Fire]] which Morgan has already commented on). The TFTD values are the same as the UFO:EU values. And by the way, has the same fix been added to UFOExtender?[[User:Spike]] 07:19 6 September 2012 (EDT)
 
 
**Most bug fixes are enabled by default and not listed in the INI. There is a section in case you want to disable a fix. Refer to TFTDbugReference.txt and copy the appropriate line to the [Bug Fix] section of the INI.
 
**Most bug fixes are enabled by default and not listed in the INI. There is a section in case you want to disable a fix. Refer to TFTDbugReference.txt and copy the appropriate line to the [Bug Fix] section of the INI.
 
**Option to disable the notifications for interceptions over land and sub that are very deep. If you choose this, the xcraft will continue pursuit but will not automatically engage once the USO reaches a valid interception area.  Be careful when adjusting the time frame as your craft can quickly run out of fuel and not engage the enemy.
 
**Option to disable the notifications for interceptions over land and sub that are very deep. If you choose this, the xcraft will continue pursuit but will not automatically engage once the USO reaches a valid interception area.  Be careful when adjusting the time frame as your craft can quickly run out of fuel and not engage the enemy.
:: This is excellent, but could you add a note on how to resume a manual attack once in a valid interception area? I'm not sure I know how to do that. [[User:Spike]] 07:19 6 September 2012 (EDT)
+
:: This is excellent, but could you add a note on how to resume a manual attack once in a valid interception area? I'm not sure I know how to do that. [[User:Spike|Spike]] 07:19, 6 September 2012 (EDT)
  
 
*version 1.00:
 
*version 1.00:
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**Base Disjoint, Sensor Stacking, Base Facility Dismantle-Construction Crash, Collectors Edition Blaster Bomb Bug, Proximity Grenades, Proximity Grenades Experience, Transfered Crafts Refueled, Exotic-fueled Craft Bug, Door Jam, Personnel Overflow, Funky Fire, Hostile Civilians, Crash On First Move, BioDrone Melee Attack Fix, and Video Pitch.
 
**Base Disjoint, Sensor Stacking, Base Facility Dismantle-Construction Crash, Collectors Edition Blaster Bomb Bug, Proximity Grenades, Proximity Grenades Experience, Transfered Crafts Refueled, Exotic-fueled Craft Bug, Door Jam, Personnel Overflow, Funky Fire, Hostile Civilians, Crash On First Move, BioDrone Melee Attack Fix, and Video Pitch.
  
:: When was the Sonic Oscillator vs Sonic Displace fix introduced, and can you explain this more please, I don't understand what it's fixing by making them "the same" (why do they need to be the same)? [[User:Spike]] 07:19 6 September 2012 (EDT)
+
:: Re the Sonic Oscillator vs Sonic Displacer fix introduced, can you explain this more please, I don't understand what it's fixing by making them "the same" (why do they need to be the same)? Is this just correcting the UFOPaedia entry to say 110 Damage - that makes sense. I don't get why an SWS weapon would need to be in any aspect "the same" as a Flying Sub weapon. [[User:Spike|Spike]] 07:19, 6 September 2012 (EDT)
  
 
== Questions answered elsewhere ==
 
== Questions answered elsewhere ==
  
 
Sorry, I think I was looking on the wrong page. Most of my questions are probably answered on the main [[TFTDExtender]] page. I will check there. [[User:Spike|Spike]] 12:40, 6 September 2012 (EDT)
 
Sorry, I think I was looking on the wrong page. Most of my questions are probably answered on the main [[TFTDExtender]] page. I will check there. [[User:Spike|Spike]] 12:40, 6 September 2012 (EDT)

Revision as of 21:18, 6 September 2012

Bug Fix Descriptions:

  • Music Change Freeze: try to prevent the freeze that happens ingame when the MIDI music changes (experimental) [Not enabled by default]
  • Base Disjoint: Remove the "base disjoint" bug which causes some base modules to be isolated during base defense missions [unnecessary].
  • Sensor Stacking: Fix the bug where having more than one sonar for each type is useless. When enabled, each standard sonar has a 10% probability
  • Base Facility Dismantle-Construction Crash: fix the crash that may happen after you delete a facility under construction.
  • Collectors Edition Blaster Bomb Bug: fix problems with setting vertical waypoints
  • Proximity Grenades: fix lost armed state when reloading a game
  • Proximity Grenades Experience: give experience to the thrower, not the victim...
  • Transfered Crafts Refueled: fix the "Fuel dump on transfer" bug
  • Zrbite-fueled Craft Bug: fix the bug which causes Zrbite fueled crafts to return to base when their fuel level is 50%
  • Door Jam: fix the opened sliding doors not closing after a reload
  • Personnel Overflow: fix the overflow that occurs when there are 256 engineers/scientists present in a base. Values are topped at 255 now
  • Funky Fire: only apply fire damage at the end of turn. Also doubles fire damage to compensate
  • Hostile Civilians: fix civilians becoming hostile after being mind controlled
  • Crash On First Move: fix the crash that sometimes happens when moving your first unit out of the craft[included but unnecessary.]
  • BioDrone Melee Attack Fix: Assigns a value to melee accuracy allowing the melee attack to be effective
  • FixSounds: Zombies sound like any other bipedal units when walking. The "pop" at the end of many sound effects has been eliminated.
  • No Underwater Weapons Fire on Land: prevents underwater-only weapons from making reaction shots or shooting when a soldier is bezerk.
  • Tech Tree Impasses Resolved: You won't need to have a sub_contruction item in inventory before completing research on the Transmission Resolver, nor a MC reader before finishing MC Lab. Both can be researched when one is found just like other artifacts.
  • Coelacanth/Gauss Ammo Fix:all ammo problems related to unequiping one from a craft or after combat are fixed. Its only prerequisite is Gauss Cannon (same as the laser tank in EU).
  • Hallucinoid Range Attack Fix: Gives the Hallucinoid a stunning ranged attack as per the Ufopaedia description.
  • P.W.T. Launcher Production Fix: P.W.T. launcher production will now correctly consume 1 plastic for the first item produced.
  • Better chance to get a Cargo Ship Terror Mission rather than only Cruise Liners.
  • Soldiers will not go MIA if they are MCed when mission ends successfully.
  • Deep One attack fixed and no longer resembles the Celatid Spit.
  • Bio-Drone no longer burns the ground like the Silacoid.
  • The Manufacturing Rate Limit now behaves exactly the same as in Enemy Unknown.
  • Displacer Sonic Cannon is corrected to match the Sonic Oscillator.

Previous Version Descriptions

1.04p2 [includes previous patches]

Fixed a problem with Liner and Cargo ship mission not handling the summary report correctly if the player aborts or loses the mission.

1.04p1

Fixed a problem where not all stats were being moved when swapping soldiers' positions in craft.

Version 1.04:

  • All battlescape animations can be slowed down.
  • All underwater items can now be used on land (e.g. fly with Magnetic Ion armor).
  • Better chance to get a Cargo Ship Terror Mission rather than only Cruise Liners.
  • Soldiers will not go MIA if they are MCed when mission ends successfully.
  • Deep One attack fixed and no longer resembles the Celatid Spit.
  • Bio-Drone no longer burns the ground like the Silacoid.
  • Single Stage Ship Missions.
  • Auto-equip problems with multiple stage missions fixed.
  • Executable should now be stand alone and not require MS VC++ Redistrutable (in theory).


  • 1.03p9 [Includes all fixes from previous patches]
    • fixes a problem that did not allow Ion Armor to become available for research.
  • 1.03p8 [Includes all fixes from previous patches]
    • fix for save equipment. (works on initial screen of normal missions...untested with 2nd part of two stage missions.)
      • (problems with multiple stage missions. All items removed from soldiers.)
  • 1.03p701: [Includes all fixes from previous patches]
    • fix for a problem with the "no underwater weapons..." mod that made NO weapons usable for reaction fire.
    • fix for DoubleClick movement.
    • fix for D3D and HQ4X allowing them to work together.
    • fix for some problems related to researching aqua plastics.
    • fix for an error with the "Underwater Weapons In Air" mod.
  • version 1.03:
    • Underwater weapons will not fire on land due to reaction fire or units going beserk.
    • Technical research impasses have been removed: Sub construction and MC reader can now be researched as soon as they are found.
    • More fixes for some D3D issues.
    • Hallucinoid range attack added.
    • Single-stage ship missions should now apply ONLY to ships.
    • P.W.T. launcher production requirements now correct in database.
    • Auto sell feature fixed and manufacture main screen description changed.
    • Coelacanth/Gauss ammo issues fixed. Prerequisites are now the same as Tank/Laser in EU.
    • 3 levels of changes to apply to research when you start a NEW game.
      • Level 1 removes the need for a live Deep One to research Ion Armor.
      • Level 2 the vibroblade can be research when found and a calcinite autopsy is required for thermic lance.
      • Level 3 The prerequisites for armors have been reordered. Aqua plastics can be researched when found. The prerequisite for Ion Armor has been changed and is now more logical. (Hint:You won't need a live Deep One and you'll never look at Ion and Mag Ion armor the same way again.)
      • Each level stacks upon or replaces the previous set of changes.
      • [Note: Some changes will be stored in the game's saved files and cannot be altered again except by editing these files directly.]
      • [there could be some strange behavior in the availability of research paths if one starts at a more advance level and reduces it later.]


Assign All Personnel has been disabled for now.


  • version 1.02:
    • Fixed problems with shortcuts, alternate base layout, and some D3D issues.
    • Option to disable Background land missions' sound instead of changing the sound played.
    • Assign All Personnel and Autosell features added (alpha code).
  • version 1.01:
    • Zombie sound effect and sound pops corrected.
    • Added option to allow the aliens to respond to interception attacks, reactions depend on game difficulty.
    • Cautious mode in interceptions now only fires one weapon until ammo exhausted before switching to an identical second weapon.
    • Most bug fixes are enabled by default and not listed in the INI. There is a section in case you want to disable a fix. Refer to TFTDbugReference.txt and copy the appropriate line to the [Bug Fix] section of the INI.
    • Option to disable the notifications for interceptions over land and sub that are very deep. If you choose this, the xcraft will continue pursuit but will not automatically engage once the USO reaches a valid interception area. Be careful when adjusting the time frame as your craft can quickly run out of fuel and not engage the enemy.
This is excellent, but could you add a note on how to resume a manual attack once in a valid interception area? I'm not sure I know how to do that. Spike 07:19, 6 September 2012 (EDT)
  • version 1.00:
    • introduced by Kyrub.
    • Base Disjoint, Sensor Stacking, Base Facility Dismantle-Construction Crash, Collectors Edition Blaster Bomb Bug, Proximity Grenades, Proximity Grenades Experience, Transfered Crafts Refueled, Exotic-fueled Craft Bug, Door Jam, Personnel Overflow, Funky Fire, Hostile Civilians, Crash On First Move, BioDrone Melee Attack Fix, and Video Pitch.
Re the Sonic Oscillator vs Sonic Displacer fix introduced, can you explain this more please, I don't understand what it's fixing by making them "the same" (why do they need to be the same)? Is this just correcting the UFOPaedia entry to say 110 Damage - that makes sense. I don't get why an SWS weapon would need to be in any aspect "the same" as a Flying Sub weapon. Spike 07:19, 6 September 2012 (EDT)

Questions answered elsewhere

Sorry, I think I was looking on the wrong page. Most of my questions are probably answered on the main TFTDExtender page. I will check there. Spike 12:40, 6 September 2012 (EDT)