Difference between revisions of "Talk:TFTDextender"

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*Battlescape Crash when alien (Old One) is in fire and "Fire Fix" bugfix is enabled.
 
*Battlescape Crash when alien (Old One) is in fire and "Fire Fix" bugfix is enabled.
  
I've got a savegame which makes TFTDextender chocke on the "Fire Fix" bugfix - basically, during a terror map (Fiji, iirc), there's a Deep One on the third level in the house. I've just fired an incendiary round at it, and it's now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message "TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0". Those addresses are the same each crash, so it's a consistent bug.
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:I've got a savegame which makes TFTDextender chocke on the "Fire Fix" bugfix - basically, during a terror map (Fiji, iirc), there's a Deep One on the third level in the house. I've just fired an incendiary round at it, and it's now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message "TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0". Those addresses are the same each crash, so it's a consistent bug.
  
Disabling "Fire Fix" before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.
+
:Disabling "Fire Fix" before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.
  
System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).
+
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).
  
I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]
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:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]
 +
 
 +
::''Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)''
 +
 
 +
*(a)Lobstermen don't use their guns and (b)their melee attack is weak.
 +
:''The first part(a) is a problem in the fix for the code to determine a unit's abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon's melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.''
 +
 
 +
*Interception Crash
 +
TFTD latest version (with the 7.2 patch) crashed in Geoscape on the 1st Intercept (subs vs Alien craft). I had already had a tactical combat against a landed craft, but this did not involve an interception. I did notice that the Geoscape Graphs looked strange (faulty) prior to the interception and crash.
 +
Running windowed mode with most things switched on apart from the [ make defense missions harder ] mods. Geoscape and battlefield shortcuts switched [off].
 +
 
 +
:''If this happens again, please include any error message as well.'' -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:37, 2 June 2015 (EDT)
 +
::I also encountered this issue. Saved game here: [[File:GAME_InterceptorCrash.zip]] There are two failure modes I've seen. Either the game dumps to desktop with this error message: ''TFTD crashed at 0x556EC1C7 with error 0xC0000005 trying to access 0x00F03634'', or the interception runs as normal except that the Barracuda doesn't fire its weapons. Either is inconvenient :-) [[User:Off the Rails|Off the Rails]] ([[User talk:Off the Rails|talk]]) 22:16, 28 April 2016 (UTC)
 +
 
 +
Latest issue of TFTD full, with the 7.2 patch
 +
I noticed in first tactical game that one of my aquanauts holding a gas cannon had it magically transformed into a sonic pistol (i think from the Deep One I was targetting at the time). Obviously I could not use it as it was my first mission. When I clicked away from the aquanaut and clicked back on him later, the sonic pistol was back to the gas cannon.
 +
:''This sounds like the strangeness that using the '''More Reaction Fire''' mod can introduce.  Try playing the game without that mod enabled for a while.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 01:45, 3 June 2015 (EDT)
 +
I also note that even though I only expended 2 shots from each of my gas cannons carrying HE ammo, all my HE ammo was used up at the end of the mission.
 +
 
 +
TFTD needs the "collect ammo" feature that is used in UFO.
 +
:''TFTD does have the collect ammo feature but it seems it needs more work.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:23, 2 June 2015 (EDT)
  
 
=== Minor Bugs ===
 
=== Minor Bugs ===
 
* I've got a feeling, though I can't check, that "Know Thy Enemy" currently doesn't register that autopsies have been performed - e.g. it shouldn't take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable "Know Thy Enemy", the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]
 
* I've got a feeling, though I can't check, that "Know Thy Enemy" currently doesn't register that autopsies have been performed - e.g. it shouldn't take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable "Know Thy Enemy", the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]
 +
 +
''I found the problem and the code is working now.  It will be out in the next version.''
 +
 +
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled 'X-COM Terror From the Deep Gold Edition' and contains the game's video output, the other is titled 'Terror From The Deep.exe' and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)
 +
<s>''To my knowledge, this has always been the case even with UFO Extender.  The first 'blank' window is the loader which spawns the second 'game' window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.''</s>
 +
:: Well, UFOextender never did that for me, only TFTDextender. Maybe it's due to using an earlier build?--[[User:Amitakartok|amitakartok]] 11:43, 25 August 2013 (EDT)
 +
<s>''It's doesn't happen with UFO. I checked earlier versions and this has been present since the beginning. The command to create the process for the game is different from UFO and the flags don't seem to allow the extender shell window to close.  I've tried a few things but either they have no effect or they lock the game as it boots up.  Since it is a cosmetic issue and doesn't impact the gameplay, I'm not too concerned with it for now.''</s>-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
 +
 +
'''Fixed in version 1.07.3'''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 06:58, 18 March 2016 (UTC)
  
 
== Things that TFTDextender does not fix ==
 
== Things that TFTDextender does not fix ==
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* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.
 
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.
 
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.
 
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.
 +
:''Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger.  The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.''
  
 
==FYI==
 
==FYI==
*When I try to send any Leviathan to T'Leth, I get an immediate crash: "XCOM crashed at 0x458822 with error 0xC0000005 trying to access 0xFA6C8304.".
 
:It happens when the CE version doesn't find the RISE animation: Specifically, it needs ANIMS\RISE.IDX and ANIMS\RISE.VID - If RISE.IDX is missing, it crashes with the error code above, if RISE.VID is missing, it crashes with another error. Some experimenting suggests that RISE.VID can be any valid .VID file, while RISE.IDX can either be empty (producing a black screen that can be skipped by clicking) or the "appropriate" .IDX for the used .VID...[[User:AMX|AMX]] 13 November 2012 (EST)
 
 
*The game crashes when I start mission against a sub: "XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30."
 
*The game crashes when I start mission against a sub: "XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30."
 
:It's [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I've seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it's right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)
 
:It's [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I've seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it's right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)
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=Resolved Reported Problems=
 
=Resolved Reported Problems=
*<s>USOs not detected or Alien Missions not appearing</s>
+
*<s>USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled</s>
:With the Geoscape Clock mod enabled. Few alien subs are being detected.  It may be that alien subs on missions are not appearing at all.
 
 
:'''Fixed in version 1.07'''
 
:'''Fixed in version 1.07'''
 +
*<s> Changes to executable name under [loader] section of INI ignored by Extender </s>
 +
:'''Fixed with version 1.061'''
 
*<s> Save Equipment not working</s>
 
*<s> Save Equipment not working</s>
:With "Save Equipment" option enabled, the soldiers' loadout at first was always like this: grenade in leg slot, clip in backpack - and it didn't change on the next mission, despite the fact that I re-equipped the soldiers correctly (grenades and clips on the belt). When I manufactured Gauss Rifles and issued them to my soldiers, it got even worse - none of the soldiers got clips, and two of the rifles were unloaded. Next I upgraded to Sonic-Blasta Rifles and now nothing, except some grenades (still in leg slots), is issued to the soldiers at all. "Save Equipment" was known to work in UFOExtender, did something get broken? --[[User:Player701|Player701]] 09:18, 21 October 2012 (EDT)
+
:'''Fixed in 1.05p4'''
:''Yes. Something is broken but not by the Extender. I haven't modified anything in the save equipment code, except datapoints and offsets that were necessary to match it to the executable and changes in the DAT files. Many subroutines, their order of execution, or the variables were modified in the TFTD game code.  Problems resulting from this are difficult to resolve since it requires finding what changed in the game code and then determining what changes are needed to get the UFOextender code to work. I believe that TFTD has its own form of autoequip and part of the solution will probably require that I disable it. Something similar happened to the "stunned units are KIA" mod from UFOextender: TFTD has its own version that conflicted but, since it worked well, I only needed to add code to update the unit's location so the corpse would appear in the right place.-[[User:Morgan525|Tycho]] 22:38, 24 October 2012 (EDT)''
 
:: I just did a few tests in raw TFTD (Steam CE) and the auto equip function is pretty basic: Give everyone a loaded weapon in what is probably reverse OBDATA.DAT order, then dish out any extra clips, grenades etc. Are you thinking that the Save Equipment efforts of TFTDextender are then being overwritten or partly overwritten by the existing TFTD auto equip function? I guess that would make sense. [[User:Spike|Spike]] 11:01, 25 October 2012 (EDT)
 
:'''Fixed in 1.05p4 - [[User:Morgan525|Tycho]]'''
 
 
 
 
*<s> Weight Issues or "Weightless" Ammo Bug </s>
 
*<s> Weight Issues or "Weightless" Ammo Bug </s>
:while playing TFD with TFD extender (v. 1.05 patch 1.1) I've noticed a stange thing: some soldiers have their weight > 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)
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:'''All fixed in 1.05p4'''
:If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it's possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It's possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, different weapons. It's also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of 'free' weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)
 
::This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips' weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]].
 
:Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It's only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)
 
:''I found the source of the problems: None of the subroutines for inventory consider the clips in weapons so their entries in OBPOS.DAT are never updated. So when clips are autoloaded at the beginning of each battle, they have no owner.  I've got the code to sync the ownership of clips with the weapon they are loaded into at the beginning of each battle and to update the clips when weapons are changed in inventory management.-''[[User:Morgan525|Tycho]] 19:00, 19 October 2012 (EDT)
 
:'''All fixed in 1.05p4 - [[User:Morgan525|Tycho]]'''
 
 
 
 
*<s> Items on transport floor lost on Abort</s>
 
*<s> Items on transport floor lost on Abort</s>
:I went in to a mission with ten Sonic Cannons and came back with 3, despite retrieving them from the battlefield and dumping them on the transport floor. I only had 3 aquanauts on the transport armed with Sonic Cannon at the time of abort. The rest were stunned or unarmed. I also dumped half a dozen corpses and some alien items on the transport floor and I don't think those made it back to my base either. The transport was operating from base 2 rather than base 1, in case that's a factor. This may be an original bug of course. I just read through the multiplayer TFTD LP on StrategyCore, and they reported missing equipment on a lot of missions. I can go back and check if the missing equipment was on abort missions rather than victory missions. Sorry not to provide more specifics at this time but it was a hard mission and not exactly a controlled experiment. ;) [[User:Spike|Spike]] 21:35, 23 October 2012 (EDT)
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:'''Fixed in 1.05p4'''
:'''Fixed in 1.05p4 - [[User:Morgan525|Tycho]]'''
+
*<s> Coelacanth/Gauss mutates into Coelacanth/G.C. after battle</s>
 
+
:'''Fixed in 1.05p4'''
*<s> Coelacanth/Gauss mutates into Coelacanth/G.C.</s>
 
:In my current game (using the Steam version) I observed it twice that, when a Coelacanth/Gauss is removed from a sub due to lack of ammo, it turns into a Coelacanth/Gas Cannon.
 
:Note that I'm using only the Gauss Tank Ammo Fix, but not the Gauss Tank Turret Stats Fix, nor the Improved Gauss Tank mod [[User:AMX|AMX]] 09:09, 1 November 2012 (EDT)
 
:'''Fixed in 1.05p4 - [[User:Morgan525|Tycho]]'''
 
 
 
 
*<s> Cannot build Leviathan </s>
 
*<s> Cannot build Leviathan </s>
:Hi Tycho. I've just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the "up" button, and there are no reaction to this. I can build Manta, but not Leviathan. Don't you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)
+
:'''Fixed with 1.05p3.2'''
:''I was able to replicate Pavel's problem and found the problem: the Leviathan is the only item that its tech hours exceed 0x8000. If you use the wrong command to pass the value between registers, the program handles the value as though it were negative.   - [[User:Morgan525|Tycho]]''
+
*<s>Mysterious artifacts recovered during aborted missions</s>
:'''The problem is fixed with patch 3.2.''' ''Confirmed by an independent source.''
+
:'''Fixed in the 1.05p3.1-'''
 
+
*<s>Stunned MC'd Aquanauts MIA on Abort </s>
*<s> Executable directive </s>
+
:'''Fixed in 1.05p2 -'''
:''I found the problem: In the program file for the loader, the INI file name that is was expecting was TFTDloader.INI. A simple name change, recompile, and it works as it should. This will be available in the next full release-''[[User:Morgan525|Tycho]] 10:24, 4 October 2012 (EDT)
+
**<s> Crewed Flying Sub Lost on Abort </s>
 
+
:'''Fixed in 105p4.'''
*<s>Extra Artefacts Reported</s>
+
*<s> Materials deducted from wrong base </s>
:''After some tests, I know the exact nature of the problem: clips loaded into weapons for any killed aliens (including those killed before mission starts as a result of a downed USO) are being allocated to the player when they abort a mission. This is not a bug from Extender this is in the original CE.-''[[User:Morgan525|Tycho]] 20:27, 5 October 2012 (EDT)
+
:'''Fixed in 1.05p2'''
:'''Fixed in the patch 3.1-'''[[User:Morgan525|Tycho]]
+
*<s> OBDATA changes in INI only working in Geoscape </s>
: Confirmed fixed. Killed aliens' clips are not allocated to XCOM on Abort. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)
+
:'''Fixed in 1.05p2.'''
 
+
*<s>Displacer/Sonic damage incorrect</s>
 +
*<s> Weight Display in Inventory not Localised </s>
 +
*<s>Grenade Resistance in INI file </s>
 
*<s>Manufacturing Projects Minimum Production</s>
 
*<s>Manufacturing Projects Minimum Production</s>
 
:In the unmodified game, if you have a manufacturing project underway, you can't reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
 
:In the unmodified game, if you have a manufacturing project underway, you can't reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
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:: I think that extra '$' would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to 'halting' instead of 'indefinite'? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)
 
:: I think that extra '$' would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to 'halting' instead of 'indefinite'? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)
 
:''' Changed the output to display "$unlimited$".'''[[User:Morgan525|Tycho]]
 
:''' Changed the output to display "$unlimited$".'''[[User:Morgan525|Tycho]]
 +
:''' Changed the output on duration to read "halting" when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08''' [[User:Morgan525|Tycho]]
 +
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke's ComboMod
 +
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.
 +
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it's buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.
 +
: For whatever reason, kryub's fix for the splitter code STILL doesn't prevent an error on exiting the geoscape to the battlescape, but ''only'' if using TFTDextender, and not if you're quitting the game completely. I've been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn't find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:
 +
:'''TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002'''
 +
:- <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 20:04, 24 January 2013 (EST)
  
*<s>Stunned MC'd Aquanauts MIA on Abort </s>
+
::''After using your patch, I managed to get XComUtil to run with TFTD Extender. I'm using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon 'Quit to DOS' [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with <u>any</u> version of TFTD Extender or even Xusalik's TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST).  
:This is a subset of MC'd Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC'd by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I'm not sure if it's due to Abort rather than Victory, or due to them being stunned first. This would also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
 
:'''I now have the code in place to uncontrol any creature that has been rendered unconscious. Available in patch 3.1- -'''[[User:Morgan525|Tycho]]
 
 
 
**<s> Crewed Flying Sub Lost on Abort </s>
 
:Aborting [https://dl.dropbox.com/u/23157535/FlyingSubLost.zip this mission] will lead to loss of the craft, despite 3 soldiers still being in the Triton. --[[User:Player701|Player701]] 10:39, 21 October 2012 (EDT)
 
:''I found the nature of the issue here:  This only will happen with a tank present. On one hand, all parts of the tank are being counted separately but then the End of Battle routine calculates the number of units correctly (ignores three of the sections of a tank) but when it goes to locate the units on the battlefield, the three other parts of the tank are being counted and thus the last three aquanauts are not checked since the 4 areas of the tank are first in the UNITPOS.DAT file.-[[User:Morgan525|Tycho]] 09:47, 24 October 2012 (EDT)''
 
:'''Fixed in 105 patch 4.'''-[[User:Morgan525|Tycho]]
 
 
 
*<s>Grenade Resistance in INI file </s>
 
:''I removed the reference in the INI since it's unnecessary.-''[[User:Morgan525|Tycho]]
 
  
*<s> Materials deducted from wrong base </s>
+
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it's not already in RAM (and of course that still gives you an error pop-up window)... You'd want the Extender to still catch crashes, but then just exit cleanly if it detects one. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 16:58, 29 January 2013 (EST)
:'''I reproduced the issue thanks to the instructions that Spike provided and I found the problem.  A few minor tweaks and now things are working as they should. - [[User:Morgan525|Tycho]] 08:33, 17 October 2012 (EDT)'''
 
:: I can confirm this is fixed and all is working correctly - great job, thanks Tycho. [[User:Spike|Spike]] 15:22, 19 October 2012 (EDT)
 
  
*<s> OBDATA / Dye Grenade mod not working? </s>
+
::::''I put a new line under the [Loader] section call Debug Messages. If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn't get any notifications. This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game. In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamlessIn other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)''
:''OK. I was right. Enemy Unknown only loads the OBDATA once when the game loads. TFTD loads it twice - once whenever it generates a battle. I needed a second hook for the mod in this case.  I tested it and it now works as it should. -''[[User:Morgan525|Tycho]] 20:24, 5 October 2012 (EDT)
 
:: Confirmed fixed. Thanks again. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)
 
  
*<s>Displacer/Sonic damage fix</s>
+
=Feedback =
:'' I changed the damage to be 125, similar to the ratio of tank/plasma to heavy plasma in EU.-''[[User:Morgan525|Tycho]] 03:52, 13 October 2012 (EDT)
 
 
 
*<s> Weight Display in Inventory not Localised </s>
 
:At least when I run the game in German, it comes up as "Weight" and not something like "Gewicht". Reactions comes up ok as "Zeitwerte". [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)
 
:''Added ability for users to added their own language by copying lines from Extender's page under the equipment section to the same section in their INI, alter the text as specified, and save the INI.' [[User:Morgan525|Tycho]]
 
 
 
==Feedback ==
 
  
 
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]].  
 
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]].  
Line 152: Line 154:
 
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)
 
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)
  
==TFTDextender and XComUtil ==
+
==Deep Colonies==
 
 
I suggest adding a section on co-operating with XComUtil.
 
And why it should be so complicated? Is it possible to make needed changes in XComUtil? But it has support for UFOextender - why not for TFTDextender?
 
  
: Getting TFTDextender to work with XcomUtil does indeed have to be handled by XcomUtil. The steps described above are not sufficient, as XcomUtil needs to know the filename for TFTDextender.
+
I am thinking of including an option to set all colonies to be Very Deep. Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.
  
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it's buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.
+
:I suppose so long as it isn't so deep as it requires a Leviathan (which does require a commander), it shouldn't be game-breaking? That would be my only concern with that sort of option. I would assume it would at the very least finally make X-COM require building the intermediate transport? I've never bothered with the Lightning or Hammerhead since they always offered LESS crew space than the default ship, and really didn't offer any major advantage beyond speed, and I was never bothered by having to wait a bit longer for the transport to arrive somewhere if it meant a better-equipped and manned team. They always seemed like such useless transitional craft. You already have the Manta/Firestorm by the time you get it, so you already have something much better for interception, and the smaller crew capacity seemed like shooting yourself in the foot before every mission. --[[User:StormhawkAPS|StormhawkAPS]] 09:07, 9 October 2013 (EDT)
  
: For whatever reason, kryub's fix for the splitter code STILL doesn't prevent an error on exiting the geoscape to the battlescape, but ''only'' if using TFTDextender, and not if you're quitting the game completely. I've been right through the ini and disabled everything I could find (cross checking against the ini ref file - by the way, that doesn't mention the "Enhanced Tactical AI" flags), but couldn't find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:
+
''That's not a problem: Any transport, other than the Triton, can go very deep.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
  
:'''TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002'''
+
==D3D Window Position==
  
:- <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 20:04, 24 January 2013 (EST)
+
This option in the INI has what I can only describe as 'schizophrenic' behaviour, as, if the initial two numbers do not match (which would make the order of the numbers not matter), the program will interpret them in flip-order and overwrite them in kind every time it is run. To put simply, the window shifts between two locations with every launch. I suspect this may be due to the system or program somehow not respecting the intended number order and reading it backwards for whatever reason. I also notice two more numbers are added to the option line, seemingly to denote the far sides of the window as defined by the resolution dimensions listed in the subsequent lines.
 
 
::''After using your patch, I managed to get XComUtil to run with TFTD Extender. I'm using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon 'Quit to DOS' [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with <u>any</u> version of TFTD Extender or even Xusalik's TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST).  
 
  
:::Note that disabling the code entirely is even worse, because then the default Windows debugger takes over and that takes ages to load if it's not already in RAM (and of course that still gives you an error pop-up window)... You'd want it to still catch crashes, but then just exit cleanly if it detects one. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 16:58, 29 January 2013 (EST)
+
Related to this, the wiki entry seems to not represent the current structure of the settings INI in regards to these particular options, and it might be wise to update it. --[[User:StormhawkAPS|StormhawkAPS]] 16:29, 9 October 2013 (EDT)
  
::::''I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn't get any notificationsThis fixes both errors that occur with XComUtil on exit from Geoscape and exit from the game.  In the case of the error on exiting geoscape, Geoscape.exe is actually terminated but XcomUtil forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)''
+
''If anyone wants to help update the entries, they canPlease, keep the information on the main page descriptive and save personal opinions for the discussion page.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])

Latest revision as of 22:16, 28 April 2016

Questions or Comments

A place to provide feedback or ask questions:

Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! - Tycho
  • The zip archive does not seem to include an .ini file. Where do I get the .ini file from?
If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won't have their INI settings overwritten. You will need to download the last full version, extract the files from it, and then extract file from the latest patch. When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea. Tycho

Bug Reports

Major Bugs

  • Battlescape Crash when HWP present in non-Base Defense missions

An error in the code will cause the game to crash. This will be fixed in the next release. For now, it can be avoided by copying the line for 'No Freebies for Tanks' from the bugfix reference file into the [Bug Fix] section of the INI - Tycho

  • Battlescape Crash when alien (Old One) is in fire and "Fire Fix" bugfix is enabled.
I've got a savegame which makes TFTDextender chocke on the "Fire Fix" bugfix - basically, during a terror map (Fiji, iirc), there's a Deep One on the third level in the house. I've just fired an incendiary round at it, and it's now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message "TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0". Those addresses are the same each crash, so it's a consistent bug.
Disabling "Fire Fix" before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.
System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).
I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - MacGyver
Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause. Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU. I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - Tycho 10:58, 2 May 2013 (EDT)
  • (a)Lobstermen don't use their guns and (b)their melee attack is weak.
The first part(a) is a problem in the fix for the code to determine a unit's abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon's melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.
  • Interception Crash

TFTD latest version (with the 7.2 patch) crashed in Geoscape on the 1st Intercept (subs vs Alien craft). I had already had a tactical combat against a landed craft, but this did not involve an interception. I did notice that the Geoscape Graphs looked strange (faulty) prior to the interception and crash. Running windowed mode with most things switched on apart from the [ make defense missions harder ] mods. Geoscape and battlefield shortcuts switched [off].

If this happens again, please include any error message as well. -Tycho (talk) 09:37, 2 June 2015 (EDT)
I also encountered this issue. Saved game here: File:GAME InterceptorCrash.zip There are two failure modes I've seen. Either the game dumps to desktop with this error message: TFTD crashed at 0x556EC1C7 with error 0xC0000005 trying to access 0x00F03634, or the interception runs as normal except that the Barracuda doesn't fire its weapons. Either is inconvenient :-) Off the Rails (talk) 22:16, 28 April 2016 (UTC)

Latest issue of TFTD full, with the 7.2 patch I noticed in first tactical game that one of my aquanauts holding a gas cannon had it magically transformed into a sonic pistol (i think from the Deep One I was targetting at the time). Obviously I could not use it as it was my first mission. When I clicked away from the aquanaut and clicked back on him later, the sonic pistol was back to the gas cannon.

This sounds like the strangeness that using the More Reaction Fire mod can introduce. Try playing the game without that mod enabled for a while.-Tycho (talk) 01:45, 3 June 2015 (EDT)

I also note that even though I only expended 2 shots from each of my gas cannons carrying HE ammo, all my HE ammo was used up at the end of the mission.

TFTD needs the "collect ammo" feature that is used in UFO.

TFTD does have the collect ammo feature but it seems it needs more work.-Tycho (talk) 20:23, 2 June 2015 (EDT)

Minor Bugs

  • I've got a feeling, though I can't check, that "Know Thy Enemy" currently doesn't register that autopsies have been performed - e.g. it shouldn't take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable "Know Thy Enemy", the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - MacGyver

I found the problem and the code is working now. It will be out in the next version.

  • For some reason, the loader (newest version) opens TWO windows at startup. One is titled 'X-COM Terror From the Deep Gold Edition' and contains the game's video output, the other is titled 'Terror From The Deep.exe' and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--amitakartok 11:47, 24 August 2013 (EDT)

To my knowledge, this has always been the case even with UFO Extender. The first 'blank' window is the loader which spawns the second 'game' window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.

Well, UFOextender never did that for me, only TFTDextender. Maybe it's due to using an earlier build?--amitakartok 11:43, 25 August 2013 (EDT)

It's doesn't happen with UFO. I checked earlier versions and this has been present since the beginning. The command to create the process for the game is different from UFO and the flags don't seem to allow the extender shell window to close. I've tried a few things but either they have no effect or they lock the game as it boots up. Since it is a cosmetic issue and doesn't impact the gameplay, I'm not too concerned with it for now.-Tycho (talk)

Fixed in version 1.07.3-Tycho (talk) 06:58, 18 March 2016 (UTC)

Things that TFTDextender does not fix

Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):

  • Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.
  • Does not fix the incorrect pictures for the large USO in the interception window.
Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.[1]
  • Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don't fix it. The useless Dart Gun is all part of the "oh no we're all gonna die" experience of the beginning of TFTD.)
  • Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).
The 'Ablative Armor' mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.
  • Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.
  • Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.
Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger. The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.

FYI

  • The game crashes when I start mission against a sub: "XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30."
It's an already reported bug. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I've seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it's right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. Spike 08:31, 9 September 2012 (EDT)
  • Trojan Horse? AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).
AVG has been known to produce false positives before. I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.

Resolved Reported Problems

  • USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled
Fixed in version 1.07
  • Changes to executable name under [loader] section of INI ignored by Extender
Fixed with version 1.061
  • Save Equipment not working
Fixed in 1.05p4
  • Weight Issues or "Weightless" Ammo Bug
All fixed in 1.05p4
  • Items on transport floor lost on Abort
Fixed in 1.05p4
  • Coelacanth/Gauss mutates into Coelacanth/G.C. after battle
Fixed in 1.05p4
  • Cannot build Leviathan
Fixed with 1.05p3.2
  • Mysterious artifacts recovered during aborted missions
Fixed in the 1.05p3.1-
  • Stunned MC'd Aquanauts MIA on Abort
Fixed in 1.05p2 -
    • Crewed Flying Sub Lost on Abort
Fixed in 105p4.
  • Materials deducted from wrong base
Fixed in 1.05p2
  • OBDATA changes in INI only working in Geoscape
Fixed in 1.05p2.
  • Displacer/Sonic damage incorrect
  • Weight Display in Inventory not Localised
  • Grenade Resistance in INI file
  • Manufacturing Projects Minimum Production
In the unmodified game, if you have a manufacturing project underway, you can't reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. Spike 22:06, 21 September 2012 (EDT)
It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced? What happens if you create an order for a set number of items and later change it to auto-produce? Tycho
OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say "stop production after completion of the next unit", which avoids the wasted cost and effort of hitting the Stop Production button. Spike 04:45, 25 September 2012 (EDT)
Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to 'Indefinite', but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can't distinguish them on the Manufacturing display - both say 'unlimited' quantity and 'indefinite' period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. Spike 08:57, 2 October 2012 (EDT)
Autosell should report 'unlimited $' like the pic on the information page. I could change this to '$unlimited$' - Tycho
I think that extra '$' would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to 'halting' instead of 'indefinite'? Spike 09:46, 5 October 2012 (EDT)
Changed the output to display "$unlimited$".Tycho
Changed the output on duration to read "halting" when changing an order from unlimited to anything above zero. The order will terminate after the next unit is produced. This will be in version 1.08 Tycho
  • TFTD Extender and XComUtil/Error Messages with Bomb Bloke's ComboMod
Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.
I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it's buried away here if anyone wants to take a look. I may update it shortly and send it off to Blade again.
For whatever reason, kryub's fix for the splitter code STILL doesn't prevent an error on exiting the geoscape to the battlescape, but only if using TFTDextender, and not if you're quitting the game completely. I've been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn't find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:
TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002
-  Bomb Bloke (Talk/Contribs) 20:04, 24 January 2013 (EST)
After using your patch, I managed to get XComUtil to run with TFTD Extender. I'm using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon 'Quit to DOS' [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with any version of TFTD Extender or even Xusalik's TFTDloader. --Tycho 20:26, 26 January 2013 (EST).
Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it's not already in RAM (and of course that still gives you an error pop-up window)... You'd want the Extender to still catch crashes, but then just exit cleanly if it detects one. -  Bomb Bloke (Talk/Contribs) 16:58, 29 January 2013 (EST)
I put a new line under the [Loader] section call Debug Messages. If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn't get any notifications. This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game. In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless. In other situations, I believe the game will break to the desktop or command prompt with no warning. - Tycho 23:36, 1 February 2013 (EST)

Feedback

Please check the TFTD Known Bugs or EU Known Bugs(for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: Wish_List_(TFTD).

  • Any errors that are a result of the Extender should be posted here.
  • Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.

alternate damage routines

1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.
2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone. A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I've had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.
3)HE works just like laser and plasma.
4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value.
5)IN still works the same. Fire damage is unchanged.

Know thy Enemy: This will now affect the damage that is applied against the unit's health:

  • Headshot: full damage
  • Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.

Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?

I thought about that but the game doesn't record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics. Tycho

I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it's really cool to be guessing but once people have figured it out, well, it will be more logical but still will have 'replay fatigue'. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry & predictable. As ever, just a suggestion. :) Cheers, Spike 16:01, 19 October 2012 (EDT)

General Tank Modding

I see you are interested in modding tanks (HWPs/SWPs) and that's partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: User:Spike#Tank_mods and see if any of that makes you feel like getting creative?

Thanks, Spike 10:46, 3 September 2012 (EDT)

Deep Colonies

I am thinking of including an option to set all colonies to be Very Deep. Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.

I suppose so long as it isn't so deep as it requires a Leviathan (which does require a commander), it shouldn't be game-breaking? That would be my only concern with that sort of option. I would assume it would at the very least finally make X-COM require building the intermediate transport? I've never bothered with the Lightning or Hammerhead since they always offered LESS crew space than the default ship, and really didn't offer any major advantage beyond speed, and I was never bothered by having to wait a bit longer for the transport to arrive somewhere if it meant a better-equipped and manned team. They always seemed like such useless transitional craft. You already have the Manta/Firestorm by the time you get it, so you already have something much better for interception, and the smaller crew capacity seemed like shooting yourself in the foot before every mission. --StormhawkAPS 09:07, 9 October 2013 (EDT)

That's not a problem: Any transport, other than the Triton, can go very deep.-Tycho (talk)

D3D Window Position

This option in the INI has what I can only describe as 'schizophrenic' behaviour, as, if the initial two numbers do not match (which would make the order of the numbers not matter), the program will interpret them in flip-order and overwrite them in kind every time it is run. To put simply, the window shifts between two locations with every launch. I suspect this may be due to the system or program somehow not respecting the intended number order and reading it backwards for whatever reason. I also notice two more numbers are added to the option line, seemingly to denote the far sides of the window as defined by the resolution dimensions listed in the subsequent lines.

Related to this, the wiki entry seems to not represent the current structure of the settings INI in regards to these particular options, and it might be wise to update it. --StormhawkAPS 16:29, 9 October 2013 (EDT)

If anyone wants to help update the entries, they can. Please, keep the information on the main page descriptive and save personal opinions for the discussion page.-Tycho (talk)