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=Questions or Comments=
 
=Questions or Comments=
A place to provide feedback or ask questions
+
'''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! -'' [[User:Morgan525|Tycho]]
  
== Bug Reports ==
+
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from?
  
=== Crash 0xFFE00B30 ===
+
:::''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 overwrittenYou 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.'' [[User:Morgan525|Tycho]]
 
 
:"XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30."
 
 
 
:The error occurred at the first attempt to start the Battlescape. No previous missions had been run. This was the very beginning of the first mission. The Battlescape never appeared.  [[User:Spike|Spike]] 21:02, 8 September 2012 (EDT)
 
 
 
''Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..''
 
 
 
: I tried this suggested technique and it seems to work. In fact, I think I now understand the bug. It's [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I've reported before]] (before TFTD Extender even existed), so it's not specific to TFTDExtender / UFOExtender. Which must be good news for you. :)  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)
 
 
 
=== OBDATA / Dye Grenade mod not working? ===
 
 
 
I can't seem to get this to work. Regardless of what I do, the Dye Grenade radius is the same as in the unpatched game. It starts on one square, slowly spreads out to about a 4 by 4 diamond, then contracts and fades out. Am I doing something wrong? Is it using the right OBDATA.DAT file? [[User:Spike|Spike]] 09:41, 7 September 2012 (EDT)
 
: I'm not sure this feature is working for me at all. I tried changing the stats of a Dart Gun like this, also with no apparent effect.
 
 
 
  [OBDATA.DAT]
 
Apply=01
 
;Dye grenade will have similar initial effect as smoke grenade in EU.
 
Dye Grenade Damage=60
 
;Mega Dart Gun
 
Dart Pistol Auto TUs=50
 
Dart Pistol Auto accuracy=20
 
Dart Pistol Snap accuracy=50
 
Dart Pistol Aimed accuracy=100
 
;Mega Dart Pistol ammo
 
Dart Pod Damage=250
 
Dart Pod Size=100
 
;Turn HJC-AP into mega-phosphorous shell
 
AP-Shell Damage Type=1
 
AP-Shell Damage=250
 
;Turn HJC-P into mega-phosphorous shell
 
Phosphorous-Shell Damage=250
 
;mega-pack
 
Magna-Pack Damage=250
 
;mini-pack
 
;Magna-Pack Damage=20
 
 
 
[[User:Spike|Spike]] 16:39, 8 September 2012 (EDT)
 
I've checked that OBDATA modding works ok in UFOExtender. I can't get it to work in TFDExtender though. I have tried modding one-word items like Magna-pack. I have tried using the [[Talk:OBDATA.DAT (TFTD)|exact literal names from OBDATA.DAT (TFTD)]]. I have tried using the literal names from UFO. All no good. The record structure looks to be the same in TFTD as in UFO. I am a bit stumped. [[User:Spike|Spike]] 22:32, 8 September 2012 (EDT)
 
 
 
:''OK. I'll look into it. My work has restarted so I am a little busy right now. Once I get readjusted to the work schedule, I'll be able to investigate more.''[[User:Morgan525|Tycho]] 04:23, 9 September 2012 (EDT)
 
I completely understand. Thank you so much for this amazing contribution. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)
 
: update - ''I think I located the problem, the LoadFile command had been referencing the wrong LoadFile subroutine.''
 
Excellent. I will be happy test as soon as you have time to upload an update. [[User:Spike|Spike]] 09:45, 20 September 2012 (EDT)
 
: ''check this with the latest patch. [[User:Morgan525|Tycho]]''
 
 
 
With 1.05p1.1, the Dye Grenade fix is working regardless of whether I do Apply=1 in the OBDATA.DAT section. I can't get anything else to work still. [[User:Spike|Spike]] 10:05, 2 October 2012 (EDT)
 
 
 
Hang on, looks like it only works with a New Game? I got some things working but it's still not working 100% for me, but I will continue to investigate, I could be using the wrong names or settings etc. See updates to config file above. [[User:Spike|Spike]] 11:17, 2 October 2012 (EDT)
 
:''It could be that I'll need to add multiple hooks into the executable to ensure that the mod is loaded at all times. - [[User:Morgan525|Tycho]] 22:35, 2 October 2012 (EDT)''
 
 
 
OK it does seem to work on loaded saved games as well as in new games. The OBDATA.DAT changes are reflected in the in-game UFOPedia. But, the names of the objects to modify must be the exact literal strings that I posted in [[Talk:OBDATA.DAT_(TFTD)#Exact literal item name strings]]. The strings on the main page of the OBDATA.DAT article have been "corrected" and don't always exactly match what's in OBDATA.DAT. And I'm still not convinced all attributes are being copied over correctly into TACTICAL, even when they appear correctly in the in-game UFOPedia. I can change the damage of ammo types and see updates in the in game UFOPedia, but no change in damage or area of effect on the battlefield. [[User:Spike|Spike]] 10:34, 3 October 2012 (EDT)
 
:''maybe the best test would be to zero damage on items and shoot an unarmed aquanaut?''
 
 
 
I went back and checked UFO Extender. In UFO Extender I am able to make a full set of changes to a Pistol using basically the same config settings as above. In TFTD Extender, I am only able to affect what is reported in the in game UFOPedia, and the actual clip size. I even went so far as to double check the structure of OBDATA.DAT in both games, by inspection, but it does appear to be the same, at least for Damage which is the thing I'm unable to change in TFTD. Could this possibly be that LoadFile issue again? [[User:Spike|Spike]] 18:24, 3 October 2012 (EDT)
 
 
 
== Minor Bugs ==
 
 
 
=== 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)
 
 
 
''From what I understand right now, I am pretty sure I can arrange it so that weapons are not automatically loaded and soldiers would be given an extra clip. Feedback?''
 
: By an extra clip, you mean the clip/ammo that would have been loaded into the weapon is instead carried by the soldier? And for carried clips, the encumbrance effects are correct. For me anyway, in order of most benefit, the options would be
 
:# Fix the root cause of the bug (ensure all relevant object locations and "contains/contained in" pointers are set during automatic clip loading) so that automatically loaded clips correctly affect encumbrance
 
:# As a workaround, don't load ammo for multi-ammotype weapons (Heavy Cannon/Gas Cannon, Auto-Cannon/Hydrojet Cannon, Rocket Launcher / Torpedo Launcher). These are the weapons for which the bug has the greatest impact, since it imposes a 'cost' of switching away from the automatically-loaded ammo (usually AP or Small Rocket/Torp). With single-ammotype weapons, there's never any need to change the clips before combat.
 
:# As a workaround, don't load ammo for any weapons. This avoids the 'switching cost' issue but does impose a fairly significant logistics overhead on each combat, to go through and manually load all clips. Plus the risk that you forget to load a weapon and only find out at a critical moment. :) This is for the "purist" who wants to make the game harder.
 
:If it's tricky to fix the root cause, any of the other two options would be helpful. Suggested text:
 
:* [Multi Ammo Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. Weapons using multiple ammo types (Heavy Cannon, Auto-Cannon, Rocket Launcher / Gas Cannon, Hydrojet Cannon, Torpedo Launcher) will not be pre-loaded before combat. You will need to load these weapons manually during the pre-combat Equip phase. This will significantly affect the heavy weapons ammunition load your squad can carry into combat without suffering encumbrance penalties, thus making the early game harder.
 
:* [All Weapons Start Unloaded] - Workaround for the Weightless Ammo Bug. This option overrides the previous option. No weapons will be pre-loaded before combat. You will need to load all ammo manually during the pre-combat Equip phase. This will significantly affect the ammunition load your squad can carry into combat without suffering encumbrance penalties, making the early game harder.
 
:[[User:Spike|Spike]] 05:10, 21 September 2012 (EDT)
 
 
 
=== Grenade Resistance in INI file ===
 
 
 
I think this is a holdover from UFOExtender, because 'Grenade' is not a TFTD object, and in TFTD I think all forms of grenades already have high damage resistance, and so are already "stackable". [[User:Spike|Spike]] 09:14, 7 September 2012 (EDT)
 
 
 
 
 
=== MIA Bugs ===
 
 
 
I've added both of the below bugs as original game engine bugs (TFTD and EU) at [[Known_Bugs#MIA_Bugs]]. So they could be moved from  bugs to feature requests as far as the Extenders are concerned. [[User:Spike|Spike]] 09:38, 5 October 2012 (EDT)
 
  
 +
== 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 - [[User:Morgan525|Tycho]]''
  
==== Stunned MC'd Aquanauts MIA on Abort ====
+
*Battlescape Crash when alien (Old One) is in fire and "Fire Fix" bugfix is enabled.
  
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.
+
: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.
:''This is one of those exceptional cases where my End of Battle (Abort?) routine doesn't cover. If the aquanaut is MCed or unconscious the EOB routine will correct these states and end the battle but it doesn't check for both on the same unit, so an aquanaut who was MCed and then made unconscious, may fall through the hole that was originally in the game. [[User:Morgan525|Tycho]]''
 
  
This may also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
+
:Disabling "Fire Fix" before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.
:''I haven't inserted the new EOB script into UFO Extender yet, so it still has the original problems.''
 
  
 +
: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).
  
==== Stunned Carried Aquanauts MIA on Abort ====
+
: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]]
  
While you are looking the EOB script, I noticed one more anomaly. I'm not sure if this is an original bug or an Extender bug. If you are carrying a stunned Aquanaut in the transport at the time of Abort, the stunned Aquanaut is lost (MIA). You have to drop the stunned Aquanaut on the floor. Probably this is because the position of the Aquanaut has not been updated and is still pointing to where they were stunned, not to the location of the carrying Aquanaut. Probably this is an original bug. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)
+
::''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)''
  
:''You're correct. An carried objects's coordinates are not updated until it is dropped or thrown. When you say 'original bug' o you mean original to the Extender or to the game itself? - [[User:Morgan525|Tycho]]''
+
*(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.''
  
:: I meant a bug in the original game. It's almost certainly a bug in the original game. In which case we can add it to Known Bugs. [[User:Spike|Spike]] 09:27, 3 October 2012 (EDT)
+
*Interception Crash
:''You're right. This was covered up by the general problem of stunned aquanauts being MIA anyway.''
+
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)
  
=== Cannot build Leviathan ===
+
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.
  
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)
+
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)
  
:  Double check that you have sufficient cash to start the project, iirc $600K or so. That matches this symptom. Also that you have enough workshop space available (Leviathan needs a lot of space). Failing that, cancel all existing manufacturing projects, then retry.  Failing that you could try reducing Technicians below 100 but that's taking us into Bug territory. [[User:Spike|Spike]] 07:17, 2 October 2012 (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. - [[User:MacGyver|MacGyver]]
  
:: Resources are 100% enough. I've launched "Terror from the Deep.exe", loaded this saved game and started manufacturing Lev without any problems. I've saved this variant with Lev being manufactured and then loaded it from "TFTDextender.exe". As a result the process was okey, but I could only decrease the number of technicans working on it, not increase (even after decreasing!). That is: with 64 technicans had been assigned, I've pressed the "down" button, and the number changed to 63. But then I was unable to revert it to 64 by pressing "up" button: it didn't work! [[User:PavelB|PavelB]] 07:57, 2 October 2012 (EDT)
+
''I found the problem and the code is working nowIt will be out in the next version.''
:''I'll check into itAlthough, I can't understand how changes to the research tree would affect production. Unless it has something to do with the autoproduce feature?''
 
  
=== Negative Aqua Plastics ===
+
* 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]])
  
My second base has -20 Aqua Plastics. Might be XComUtil's fault rather than TFTD Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
+
'''Fixed in version 1.07.3'''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 06:58, 18 March 2016 (UTC)
:''This has to be caused by something else.  Extender doesn't alter the code responsible for base stats except on the initial base when Missiles for Cannons mod is selected and that is only in the new game initialization routine.''
 
  
I don't use any mods/editor except TFDExtender, bus still have -98 Zrbite, -4 Lobster Man Corpses, -5 I-B Accs, -3 MagNavs and -358 Aqua Plastics on my second base! (and nothing extraordinary at other bases) There is a nuance about there lobster corpses. I have "Start with Alternate Tech Tree" set to 3, so that Ion Armor and Magnetic ion armour require 2 lobster corpses to be manufactured. On my FIRST base I've performed MI armour production twice, and strangely was able to produce 1 armour more than it was possible (10 armours when there were only 18 lobster corpses avaible and then 4 armours with 6 corpses). And after all I've noticed these -4 corpses at the second base. Could it be, that during armour production these 4 corpses were somehow obtained from the second base, when there had been none of them on the first? [[User:PavelB|PavelB]] 10:12, 2 October 2012 (EDT)
+
== Things that TFTDextender does not fix ==
:: Interesting. In the game where I found - 20 Aqua Plastics at my second base, I was manufacturing Plastic Aqua Armour at the first base. So it could be that a change to the manufacturing routine in TFTDextender is deducting manufacturing resources from the wrong base. It might also explain PavelB's Leviathan problem. [[User:Spike|Spike]] 09:32, 3 October 2012 (EDT)
 
:::''If that's the case, then the error must be in the Autoproduce code. - ''[[User:Morgan525|Tycho]] 01:03, 4 October 2012 (EDT)
 
  
=== Extra Artefacts Reported ===
+
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?):
  
I quite often recover 1 or 2 alien artefacts according to the Results screen, even though I am Aborting the mission and have definitely not brought anything back to the transport. I don't think I'm actually bringing back any artefacts - I think the Results screen is reporting incorrectly for some reason. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
+
* 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.
:''I've seen this too. You are correct that no artifacts are actually found and it's a minor problem with the EOB calculations. Since it only gives players a minor boost (a few points at most) to their score, it's low on my to-do list at the moment.''
+
* Does not fix the incorrect pictures for the large USO in the interception window.
:: Hmm I just came back from a mission (first mission of a new game) and I had two alien sonic clips available as new Research topics (Pistol and Blasta), even though I aborted the mission with no loot. I did use XComHack to edit other equipment on the Triton so it may be related to that. I'll let you know if it recurs. [[User:Spike|Spike]] 08:47, 2 October 2012 (EDT)
+
:''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.''[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]
:::''We need to check and see if this happens with the "save equipment" mod disabled. Maybe it is assigning clips to soldiers by mistake?-''[[User:Morgan525|Tycho]]
+
* 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.''
  
=== Manufacturing Projects Minimum Production ===
+
==FYI==
 +
*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)
 +
*'''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.
  
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)
+
=Resolved Reported Problems=
 +
*<s>USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled</s>
 +
:'''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>
 +
:'''Fixed in 1.05p4'''
 +
*<s> Weight Issues or "Weightless" Ammo Bug </s>
 +
:'''All fixed in 1.05p4'''
 +
*<s> Items on transport floor lost on Abort</s>
 +
:'''Fixed in 1.05p4'''
 +
*<s> Coelacanth/Gauss mutates into Coelacanth/G.C. after battle</s>
 +
:'''Fixed in 1.05p4'''
 +
*<s> Cannot build Leviathan </s>
 +
:'''Fixed with 1.05p3.2'''
 +
*<s>Mysterious artifacts recovered during aborted missions</s>
 +
:'''Fixed in the 1.05p3.1-'''
 +
*<s>Stunned MC'd Aquanauts MIA on Abort </s>
 +
:'''Fixed in 1.05p2 -'''
 +
**<s> Crewed Flying Sub Lost on Abort </s>
 +
:'''Fixed in 105p4.'''
 +
*<s> Materials deducted from wrong base </s>
 +
:'''Fixed in 1.05p2'''
 +
*<s> OBDATA changes in INI only working in Geoscape </s>
 +
:'''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>
 +
: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)
 
:''It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]''
 
:''It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]''
 
:: 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. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)
 
:: 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. [[User:Spike|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 $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)
Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to 'Indefinite', but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can't distinguish them on the Manufacturing display - both say 'unlimited' quantity and 'indefinite' period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)
 
 
 
 
:''Autosell should report 'unlimited $' like the pic on the information page. I could change this to '$unlimited$' - [[User:Morgan525|Tycho]]''
 
:''Autosell should report 'unlimited $' like the pic on the information page. I could change this to '$unlimited$' - [[User:Morgan525|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'? [[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 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)
  
=== Weight Display in Inventory not Localised ===
+
::''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).
 
 
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)
 
 
 
:''There is no entry in the text DAT files for "weight". Seb had to add the text string for it into his subroutine. Thanks for pointing it out.'' [[User:Morgan525|Tycho]]
 
 
 
=== Executable directive ===
 
 
 
It looks to me that the Executable directive is being ignored and the loader always loads Terror from the Deep.exe. Is that correct? [[User:Spike|Spike]] 15:35, 24 September 2012 (EDT)
 
 
 
:''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.-''[[User:Morgan525|Tycho]] 10:24, 4 October 2012 (EDT)
 
  
== Useful alien species research ==
+
:::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)
  
Tycho, I really like this idea you proposed in the StrategyCore forum:
+
::::''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. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)''
  
:I'm thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie "Battle of LA"). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.
+
=Feedback =
  
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that's easier.  
+
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)]].
 +
*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.
  
:''The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don't rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won't break the existing variable stack pointers is tough.'' [[User:Morgan525|Tycho]]
+
== alternate damage routines ==
::''A new idea for this that I recently have been toying with, would be on the damage generation routine: Most direct fire damage is 0-200%, with anything over 100% considered a "critical hit"If autopsy hasn't been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-100% for that lucky shot. With autopsy done, the game reverts back to the usual 0-200% on any hit.''
+
:''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.''
  
::: That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn't prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they've "seen it all before". [[User:Spike|Spike]] 10:35, 15 September 2012 (EDT)
+
''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?
 
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?
Line 170: Line 145:
 
:''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.'' [[User:Morgan525|Tycho]]
 
:''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.'' [[User:Morgan525|Tycho]]
  
== Displacer/Sonic damage fix  ==
+
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, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)
  
If I understand this fix correctly, the Displacer/Sonic weapon damage has been increased to 150 from the previous in-code value of 110, and vs the previous UFOPedia entry of 130? SWS Sonic weapon damage has been increased to 150 because this matches the craft-mounted Sonic Oscillator?
+
==General Tank Modding ==
 
 
I don't think this is the right idea. Increasing damage to 150 gives Displacer/Sonic a higher damage level than Displacer/PWT. That removes some of the distinctiveness of Displacer/PWT, and more importantly it is inconsistent with the general principle in the game that PWT weapons (of a given class) do more damage than Sonic (which in turn do more than Gauss). That is true for infantry weapons, SWS weapons (unless you create this exception), and Craft weapons.
 
 
 
Also, there is no reason why SWS weapon damage should be equated to Craft weapon damage. I'm pretty sure that Battlescape damage values and Craft combat (Geoscape Interception) damage values are completely different, they are not meant to be compared to each other in any way. There is only one SWS weapon that has the same damage as its equivalent Craft weapon, and that is the Coelacanth/Gauss = Gauss Cannon. I think this is a coincidence, as the other equivalent weapons are all different  between the SWS version and the Craft version (this applies to Gas Cannon, PWT, Sonic, and also Aqua Jet vs torpedos). 
 
 
 
Clearly there ''is'' an inconsistency between the code and the UFOPedia, and that should be fixed. It's hard to say if the "right" value is 110 or 130. Is the code wrong or is the UFOPedia wrong? It could be either way. But I would correct this inconsistency either to 110 or to 130, not increase it to 150.
 
 
 
[[User:Spike|Spike]] 08:02, 7 September 2012 (EDT)
 
 
 
: Or make it an option: Displacer Sonic Fix={0|110|130|150} [[User:Spike|Spike]] 09:50, 9 September 2012 (EDT)
 
 
 
== A few questions ==
 
 
 
Hi Morgan / Tycho
 
 
 
First a really really dumb question. Where can I download TFTD Extender from? I only see links to UFO Extender. Is it the same download, different config file? Or??
 
 
 
''Clicking on the title heading for TFTD Extender will take you to its page in the wiki'' [[User:Morgan525|Tycho]]
 
 
 
: Thank you. Follow up really dumb question - the zip archive does not seem to include an .ini file. Where do I get the .ini file from? [[User:Spike|Spike]] 12:37, 6 September 2012 (EDT)
 
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)
 
 
 
:::''The latest release is a patch, which means there are no new additions to the INI.  I don't include it in patches usually so that those who already have the prior release don't have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.''[[User:Morgan525|Tycho]]
 
:::: Ah I guessed that might be the reason. Makes a lot of sense. It really sucks to have a customised INI file overwritten. [[User:Spike|Spike]] 07:25, 7 September 2012 (EDT)
 
  
 +
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,
 +
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)
  
= Feature Requests =
+
==Deep Colonies==
  
== All Units Can "Fly" In Water ==
+
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.
  
It's very illogical that most units are stuck on the seabed in underwater missions. Please provide the option to set all units (X-Com and alien) to have "flying" (i.e. swimming) ability when underwater. This is unlikely to cause an outbreak of 3D combat, since there is no cover except at seabed level, so anyone swimming excessively or incautiously is going to get shot. It might disadvantage the aliens if their tactical map waypoints are all set on the surface. But as some of them can "fly", there is hopefully a mechanism to deal with that in the code already. For me it will just solve the frustration of being unable to swim over small obstacles or swim up a level, and being stuck or tactically limited for no sensible reason. Mag-Ion Armour remains useful as an important step in Sub Research and (if using the Everything Works on Land mod) for land use. [[User:Spike|Spike]] 11:36, 9 September 2012 (EDT)
+
: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)
: This requires setting [[UNITREF.DAT]] byte 0x78 bit 2 for the unit (e.g. for all units on both sides). Or the in-memory equivalent of UNITREF.DAT. [[User:Spike|Spike]] 10:19, 5 October 2012 (EDT)
 
  
== Aliens Pick Up Weapons ==
+
''That's not a problem: Any transport, other than the Triton, can go very deep.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
  
Related to Improved Alien AI. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens' weak spots. The existing (but unused) routine looks pretty smart and not immediately exploitable to ambush aliens using weapons as traps.
+
==D3D Window Position==
  
== General Tank Modding ==
+
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.
  
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?
+
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)
  
Thanks,
+
''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.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)
 

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)