Difference between revisions of "Talk:TFTDextender"

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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]]
  
The zip archive does not seem to include an .ini file. Where do I get the .ini file from?  
+
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from?  
:: 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]]
+
:::''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]]
  
 
== Bug Reports ==
 
== 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]]''
  
=== Crash when starting a landed/crashed USO battle ===
+
*Battlescape Crash when alien (Old One) is in fire and "Fire Fix" bugfix is enabled.
  
:"XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30."
+
: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.
  
''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..''
+
:Disabling "Fire Fix" before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.
  
: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. 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)
+
: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 think the problem is that there is no database to reference what type of terrain to load. EU would reference this based on map coordinates. Since USO aren't usually engaged over land, the map generator can't get an appropriate tileset for the location in these cases.-[[User:Morgan525|Tycho]]''
+
: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]]
  
=== Cannot build Leviathan ===
+
::''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)''
  
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)
+
*(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.''
  
:  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)
+
*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].
  
:: 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)
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:''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'll check into it. Although, I can't understand how changes to the research tree would affect production. Unless it has something to do with the autoproduce feature?''
+
::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)
:'''This problem may be fixed with the same patch that fixed the production materials being deducted from the wrong base. Can anyone confirm?'''- - [[User:Morgan525|Tycho]] 23:12, 17 October 2012 (EDT)
 
:: If I try to replicate PavelB's situation, I am able to build a Leviathan with no problems using the latest build. However I am also able to build a Leviathan using the 1.05p1.1 build. So I'm not able to replicate his original problem unfortunately. [[User:Spike|Spike]] 19:18, 19 October 2012 (EDT)
 
  
== Minor Bugs ==
+
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.
  
=== Weightless Ammo Bug ===
+
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)
  
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)
+
=== 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]]
  
''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?''
+
''I found the problem and the code is working now. It will be out in the next version.''
: 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)
 
::''I found the source of the problem: 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 changed in inventory management.-''[[User:Morgan525|Tycho]] 19:00, 19 October 2012 (EDT)
 
::: That is just awesome! :D [[User:Spike|Spike]] 22:36, 19 October 2012 (EDT)
 
  
=== MIA Bugs ===
+
* 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 ExtenderThe 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>
==== Supernumary MIA on Abort ====
+
:: 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]])
I Abort a mission with 8 Aquanauts and get the confirmation message "8 Aquanauts inside craft, 2 outside". No one has been stunned or MCd. I did have two aquanauts, only, outside, but they have moved back inside the transport. Very odd. Saved Equipment was enabled. [[User:Spike|Spike]] 11:06, 5 October 2012 (EDT)
 
 
 
:''How many Aquanauts did you have in total?- -''[[User:Morgan525|Tycho]] 02:54, 11 October 2012 (EDT)
 
:: I started the mission with only 8 Aquanauts and they all survived. Only two had even been outside the transport (quite an unusual situation). However I can't reproduce this bug, so please ignore it unless/until I can reproduce it. :) [[User:Spike|Spike]] 06:48, 17 October 2012 (EDT)
 
 
 
==== Stunned Carried Aquanauts MIA on Abort ====
 
 
 
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. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)
 
 
 
:''This would be an original bug that was hidden beneath the general bug of stunned units MIA on abort.  At least it is manageable: Just be sure to drop all creatures carried before calling for an abort.- -''[[User:Morgan525|Tycho]] 02:51, 11 October 2012 (EDT)
 
 
 
==== Crewed Flying Sub Lost on Abort ====
 
 
 
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)
 
 
 
:Presumably the 3 aquanauts in the craft were not stunned or mind controlled on the Abort turn? [[User:Spike|Spike]] 16:37, 21 October 2012 (EDT)
 
:Right, they are not stunned (or dead) and they are under your control. And they are definitely in the sub. OK this is similar to a minor bug I have seen  before - see [[#Supernumary MIA on Abort|preceding item]]. On your pre-abort confirmation screen it says "3 units in craft, 9 units outside". I've had a similar issue before. It's double counting your aquanauts as being both inside and outside the craft on the confirm screen, since you only have 9 units (8 and 1 tank) in total. On actual abort you incorrectly get 9 MIAs (including the tank presumably) and I guess that's why you lose the sub. Interestingly, the 3 affected aquanauts look like they never moved from their original positions, is that true? I believe when I've had similar problems before, it related to aquanauts who had never left the sub / never left their initial positions. We will have to see if Tycho can get to the bottom of this one. [[User:Spike|Spike]] 16:51, 21 October 2012 (EDT)
 
::Yes, that's true - those 3 haven't moved from their original positions. --[[User:Player701|Player701]] 17:19, 21 October 2012 (EDT)
 
 
 
=== Items on transport floor lost ===
 
 
 
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)
 
 
 
 
 
=== Weight Display in Inventory not Localised ===
 
 
 
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]]
 
 
 
== Displacer/Sonic damage fix  ==
 
 
 
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?
 
 
 
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)
 
'' I changed the damage to be 125, similar to the ratio for the hovertank turrent to plasma cannon.-''[[User:Morgan525|Tycho]] 03:52, 13 October 2012 (EDT)
 
 
 
== Save Equipment not working? ==
 
 
 
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)
 
 
 
:''Yes. Something is broken but not by the Extender. Many subroutines, their order of execution, or variable were modified in the TFTD game code.  Problems like these are deducing what changed in the game code and what changes are needed to get the UFOextender code to work. See the discussion on problems with the OBDATA mod about the final source of the problem and its solution.-[[User:Morgan525|Tycho]] 20:03, 21 October 2012 (EDT)''
 
 
 
:: Would you suggest that everyone disables Save Equipment for the time being, in TFTDextender? [[User:Spike|Spike]] 07:44, 24 October 2012 (EDT)
 
 
 
=Resolved Problems=
 
 
 
===<s> Executable directive </s>===
 
''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>Extra Artefacts Reported</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)
 
''This will be fixed in the next release.-''[[User:Morgan525|Tycho]] 03:00, 13 October 2012 (EDT)
 
: Confirmed fixed. Killed aliens' clips are not allocated to XCOM on Abort. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)
 
 
 
===<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]]''
 
:: 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)
 
 
 
:''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)
 
:::''OK. Changed the output to display "$unlimited$".[[User:Morgan525|Tycho]]
 
 
 
===<s>Stunned MC'd Aquanauts MIA on Abort </s> ===
 
 
 
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 now have the code in place to uncontrol any creature that has been rendered unconscious. - -''[[User:Morgan525|Tycho]] 02:47, 11 October 2012 (EDT)
 
This would also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)
 
 
 
=== <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>===
 
:'''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>===
 
:''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)
 
  
 +
'''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 ==
Line 155: Line 63:
 
* 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 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).
 
* 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 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==
 +
*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.
  
= Feature Requests and Suggestions =
+
=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]]''
 +
:: 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)
 +
:''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)
 +
:''' 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)
  
== Useful alien species research ==
+
::''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).
  
Tycho, I really like this idea you proposed in the StrategyCore forum:
+
:::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'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.
+
::::''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)''
  
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.
+
=Feedback =
  
:''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]]
+
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)]].
::''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.''
+
*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.
  
::: 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)
+
== 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?
 
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 179: Line 147:
 
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)
 
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)
  
== All Units Can "Fly" In Water ==
+
==General Tank Modding ==
 
 
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)
 
: 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 ==
 
 
 
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.
 
 
 
: I noticed the UFO Extender source code has a 'get' keyword under the OBDATA.DAT directive that populates this field 0x2D. Is that working? [[User:Spike|Spike]] 21:03, 16 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?
 
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?
Line 197: Line 154:
 
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)
 
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)
  
== Use Melee Attacks and Psi/MC on Mind Controlled Aliens ==
+
==Deep Colonies==
 
 
Hook the right and left weapon menus on mind controlled aliens to add in actions for their built in melee attacks (if they have them) and built in Psi/MC attacks (if they have Psi/MC Skill). Ideally add these actions to the menu, and pop up a menu, even if the alien isn't holding any weapons.
 
 
 
This would make playing Multiplayer XCOM (via XComUtil) way, way nicer.
 
 
 
== Fix Interception and Navigation Course Algorithms ==
 
 
 
Or just find the algorithms and I volunteer to fix them!
 
 
 
=== Use Great Circle Routes ===
 
 
 
Travel toward the target on the shortest Great Circle, rather than always travelling along lines of latitude first (like they are some kind of main bus route!).
 
 
 
=== Use Predictive Interception ===
 
 
 
For a moving target, don't head towards where it is ''now'', head towards where it's ''going to be when you get there''.
 
 
 
=== Show Degree Headings ===
 
 
 
The game only ever reports alien headings as North, South, East, West, but clearly alien craft move in other directions than just these four, and clearly XCOM detection equipment is capable of resolving these finer-grained headings, since the crafts' tracks are shown correctly in the Geoscope.
 
As a first step towards predictive interceptions, it would be great to display the alien craft's heading in degrees, eg 135 degrees for South-East. Maybe rounded to the nearest 5 or 10 degrees.
 
 
 
== Interception Craft vs Touched Down Alien Craft ==
 
 
 
If an alien craft is touched down and an XCOM interception craft (not touched down) is at the same X/Y position, if the alien craft begins to move, immediately open the Interception window at minimum range (8km/nm), presumably with the alien attempting to get away / break off. Currently the Interception window only happens if the XCom craft is faster, which is dumb, ''even if'' the alien craft could accelerate instantly to its maximum speed.
 
 
 
For TFTD, only open the window if the alien craft is touched down at a depth that the XCOM craft can reach.
 
 
 
== Fun, not Funky, Fire ==
 
 
 
An alternative option for incendiaries/phosphorous damage processing: Do process the so called 'impact' damage of an incendiary on every shot, not just at the end of the turn. But only apply it to those in the area of affect of this specific shell burst, not to all units who are standing in smoke or fire anywhere on the map. This will please fans of incendiaries/phosphorous. It's probably a balancing, rather than unbalancing, change in the relative strengths of the ammo types. Makes incendiaries/phosphorous useful for more than just illumination or desperation. Gives some use to the research topics that advise use of incendiaries/phosphorous, and the damage modifiers aliens have been assigned.
 
 
 
== Rearming Rates ==
 
  
 +
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.
  
From [[Known_Bugs_(TFTD)#Geoscape_Bugs]]:
+
: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)
  
=== Craft Gauss Cannon Rearming Rate ===
+
''That's not a problem: Any transport, other than the Triton, can go very deep.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
  
This weapon rearms at 10/hr but probably should be 50/hr or at least 25/hr, otherwise it is far slower to rearm than any other cannon weapon in either game. In fact it's the second slowest weapon system to rearm, slower only than AJAX...
+
==D3D Window Position==
  
=== AJAX Rearming Rate ===
+
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.
  
An AJAX system takes twice as long to fully reload as a D.U.P. system, as a result AJAX-armed Craft have much worse operational tempo and readiness than D.U.P. armed Craft. Like we needed yet another reason to always use D.U.Ps. This is probably a design error rather than a bug, but it would be good to fix it - anything to give a more balanced set of craft weapon choices. The rearming rate should be raised from 1/hr to 2/hr. The AJAX system will then have the same operational tempo as the D.U.P. system.
+
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)
  
Could also be applied to Stingray missiles in EU 1994, as the same analysis applies to Stingray vs Avalanche.
+
''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]])

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)