Difference between revisions of "Talk:UFOextender"

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Feel free to report any problems or comments you have on the program.
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Feel free to report any problems or comments you have on the Extender.
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*'''If you have an error to report, please check the [[Known_Bugs | list of already reports problems]]. '''
 
=Feedback=
 
=Feedback=
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<tabber>
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2015=
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= INstallation Problems =
  
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HI fellow Sectoid Killers!
  
== Using Extender in Steam (seamlessly) ==
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I have used UFO extender before and loved it.
  
Hello,
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I recently checked the forum and saw the latest version and downloaded, But i'm having some installtion problems.
  
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I'd like to avoid. (Nor is "add the extended executable to Steam" acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)
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Operating System: Windows XP
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)
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Version: X-Com Collectors Edition CD
::''Even so, won't people will still need to edit this shortcut to run the extender rather than the game executable? I think Rampancy is asking for the executable to be modified in the same way that XcomUtil does. This is counter to what the Extender is attempting to achieve, so it is not going to happen. - [[User:Morgan525|Tycho]]''
 
  
The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders. The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)
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Firstly, I could not delete the old UFO Extender.exe file as access was denied.  
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I tried moving it - failed.  
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I renamed it to UFO.exe and moved to recycle bin and copied over the new install (full latest version with modified Externde.ini file. Still could not delete it.  
  
== Initial alien bases bug ==
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Game failed to load - complaining of me trying to run 2 mods together.  
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn't test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn't, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don't think this was intended?
 
  
:''I'll check into this. There might be conflicts with other mods that you might have since this is the first report of this kind of bug. Of, course not many may uses this particular feature, either. --[[User:Morgan525|Tycho]]''
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So I un-installed CE totally, vaped all the files and re-installed a virginal copy of CE.  
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Moved the zip file to the location & unpacked. Edited the ini file to switch on the mods.....
  
== Music problems==
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Nothing happens when I use the shortcut.  
===MP3 fails to play or crashes the game===
 
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn't work. The only other thing I've changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).
 
  
All the files exist and all settings here unchanged from the time they worked. I have NO idea what's going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)
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What did I do wrong?
  
:''Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?- -[[User:Morgan525|Tycho]]''
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Also - I used old TFTD extender but the battlescape was in super-mast mega zoom mode with the mouse. Is there a variable battlescape mod as per UFO to tweak mouse settings for TFTD?
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(I've yet to try the latest release of TFTF extender)
  
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn't work.
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:''If the loader fails to launch UFO.exe or the program crashes, often the UFOloader.exe will still be running.  If that happens, explorer won't let you remove it.  To check and fix this, open the Task manager and see if UFOloader.exe is present.  Select it and 'end program' or 'end process'.''
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:''The problem with the 2 mods running is an oversight, if you get the version 1.33beta that is available on the Strategycore forums, the problem is fixed.  I'm working on version 1.34 and it is fixed. I'll release it once I can resolve a few other issues.''
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:''Look at the '''Slow Battlescape Animation Speed''' option in TFTD Extender to slow down all battlescape animation, which will also slow the scroll speed.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:05, 25 May 2015 (EDT)
  
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I'm trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)
 
  
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)
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Thanks for the tips. The odd thing is that I WAS using the 1.33Beta.  
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Also I think I'm being a bit of a frag-head in that the TFTD extender i downloaded just had patcher.dll.  I think I must have downloaded the wrong TFTD extender.  
  
I wasn't able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it's the same thing.
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: I just uploaded a hacked version of 1.33beta, which is now called 1.33.1patch, to the forum on strategycore. I just used a hex editor to remove the bytes of code that were causing the dual address patched error.
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)
 
  
:''Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. [[User:Morgan525|Tycho]]''
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= 1.33 Mod List Mismatch =
  
::Hello! I've had the same problem, so I dug into the source to try and investigate what's going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn't using MCI to play MP3's. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you're right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit "type mpegvideo". This works fine on my machine, though it's by no means a sensible solution, just a work around for me. I've only done this because I've no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).
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Just a small point - the mod list in the latest 1.33 Full Configuration Settings File does not exactly match the listings on the website for UFO Extender Mods.  
  
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.
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Could you please update the web page to match.  
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For example, the Mod "Small Firestorm" is in the Configuration Settings, but there is no clue as to what it does. Also I think there is a mod listed on the website "More Chrysalid noises" that is not in the Configuration Settings.  
  
::Unfortunately, this won't help you debug your (or my) codec issue, but it's at least confirmation that it's an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I'll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]
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Y:''Yeah. There is a lot I need to update on the website.  Not enough time lately. The small firestorm mod explanation should be in the INI-readme file.  It makes the firestorm into a UAV: less production time and materials, and you can have two per hangar but the hull points are lower than the regular (modified) firestorm.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 04:43, 27 May 2015 (EDT)
  
''@DaveG, I can post a source for 1.28 in a few daysIf it helps, the music.cpp in the currently available source zip will be the same as the one in my source. I haven't touched anything since interaction with the OS is still above my skill level.  I think this is going to be a bigger problem as more people switch to windows 7 or later so if you can get music to work with Direct-X, a lot of people would be very grateful. [[User:Morgan525|Tycho]] 21:23, 27 September 2012 (EDT)''
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= Grenades =
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Having non-destructable grenades in the latest full version of UFO Extender is good.
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Does this apply to Alien Grenades as well? They should also be indestructible.
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Does this apply to TFTD extender grenades? - both terrestrial and sonic (They should also be indestructuble)
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:''You can set the amount of damage needed to destroy each type of grenade by following the guidelines for the OBDATA section of the INI.''
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Also - what is the point of smoke/dye grenades? I thought aliens could see through smoke, so if you chuck a smoker at an Alien, you just affect your own line of sight detrimentally!
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:''This is not true for the original (I think that in the Firaxis version, smoke only gives a penalty on the hit percentage.)  Smoke will impede line-of-sight for both sides depending on the intensity and number of squares that are between an alien and a soldierThe best strategy is to throw a smoke grenade so that it lands midway between a soldier and an alien to maximize the penalty. Of course, if the alien moves closer he can obtain LOS for himself and other aliens, just the same as for the player.''
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Now a much better idea would be to change smokes to Wille Pete's (white phosphorous - i.e incendiaries)
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:''You can do this with the OBDATA section of the INI. ''
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Also - you probably know this but my (previous) version of UFO extender had a grenade bug so that when you primed it, but did not throw the grenade/HE pack, it disappeared and was not available in the next combat round.  
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:''Which version are you playing? With the hot grenade mod enabled in version 1.33, the data-point that makes the grenade not appear in the inventory should not be set until the soldier throws it. <s>I'll double check to see if it's still a problem.</s> It seems to work as expected in version 1.33''
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You should be able to prime a grenade and have it "hot" until you throw it. Woe betide a grenadier that gets shot holding a live grenade....
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:''This is part of the original game. If you prime a grenade, even with the hot grenade mod enabled, and drop it, it will explode when the turn ends.  A viable strategy when going against chryssalids, as a "precaution" against zombification.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:52, 30 May 2015 (EDT)
  
:Thanks, knowing that the music.cpp is the same helps, I'll have a look into the source and see if I can make some useful changes to support DirectShow rather than using MCI, this may help with these codec issues. [[User:landofcake|DaveG]]
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= Not fully exploiting alien Alloys =
  
:''when you wrote 'change the call to mciSendStringA to omit "type mpegvideo", are you only removing that bit from the normal parameter or is there something extra you need to replace the normal "type mpegvideo"?  I may have to offer this option until a new way to play MP3 is working. - [[User:Morgan525|Tycho]] 01:12, 10 October 2012 (EDT)''
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I like the fact that more is being made of Alien Alloys, but I have another idea - better bullets for the sniper rifle.  
  
== Video Problems ==
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Now the original Terrestial rifle that troops start with is actually quite good in terms of accuracy and flexibility, but is limited by terrestial bullets.  
===<s>D3D Window Position</s>===
 
It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme.Thank you. [[User:Cornels|Cornels]] 4 August 2012 (EDT)
 
:''Try version 1.27. -- [[User:Morgan525|Tycho]]''
 
===<s>UFO Blip in Interception</s>===
 
The interception window the UFO blip is "corrupted" when "UFO responds to interception" is active.  I'm using the Collector's Edition, not the one from Steam, don't know if the problem appears there. [[User:Cornels|Cornels]] 9 August 2012 (EDT)
 
:''Fixed with version 1.28 -- [[User:Morgan525|Tycho]] 23 September 2012 (EDT)''
 
===Adjusting animation speed===
 
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]
 
:I have the same issue, I'm quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]]
 
:''Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012''
 
===<s>Weapons disappear in tactical mode with UFOLoader v1.28</s>===
 
Hi Morgan525 and thank you for your great work on XCOM games!
 
There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers' weapons are not shown in right/left hand slots. They are black as if the soldier doesn't carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I've then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)
 
:''Fixed in Patch 1.28.3 -- [User:Morgan525|Tycho]] 27 September 2012 (EDT)''
 
  
== Weight issues ==
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Once the Alien Alloys are researched, it should be an easy thing to make Alien Alloy rounds, giving the olde sniper rifle a new lease of life - with higher damage rounds.
  
Tycho, while playing TFD with TFD extender (v. 1.05 patch 1.1) I've noticed a stange thing: some soldiers have their weight > 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)
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New Ammo Tpye: Alien Alloy Rounds - increase rifle damage with Alien Alloys researched.  
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Same should also apply to the heavy weapons that use AP ammo.
  
::: Save Equipment is currently disabled I believe. This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips' weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]]. [[User:Spike|Spike]] 07:10, 27 September 2012 (EDT)
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<!-- DON'T POST NEW TOPICS BELOW THIS POINT! FROM THIS POINT DOWN IS ONLY OLD DISCUSSIONS -->
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|-|
  
::: If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it's possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It's possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, different weapons. It's also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of 'free' weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)
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~2014=
:''Thanks for the explanation, Spike! - [[User:Morgan525|Tycho]]''
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== Ver. 1.31 ==
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]
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:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I've found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn't have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there's <s>a bug now related to hotkeys and alt-tabbing in fullscreen mode</s>. As to MC issues, I'll be able to tell when I get a chance to test them. I'll be giving further feedback in the program's [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)
  
== Fire Damage ==
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== Music ==
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: I'm just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you've achieved what you're setting out to achieve.
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: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro.
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: P. S. Oh, and don't forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]
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:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I'll however update with the current version and keep that improvement for later.
  
Not sure if the bug is already postedAnd Not sure if I should post the bug here or in [[Talk:Incendiary]]. Problem is if you use extender to fix funky fire bug.  Incendiary no long does any damage at all.  Units only take the small amount of damage after ending turn because they're on fire.  Using 1.28.3 extender
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*XCOM CE's Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I'm using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn't an issue on Windows XP.
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::''There problem here is that there is nothing in the program to manage aspects of sounds/musicThe game selects the music entry or SFX and then dumps the data string directly into the OS's sound mixer. You can't simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]''
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:''You can enable and option in version 1.33 to play all sounds through the BASS sound systemDoing this will allow to to adjust the volume for sounds and music separately with the entries in the INI.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:36, 10 May 2015 (EDT)
  
To test this. I stripped a soldier of armour. And pounded four incendiary rockets into the soldier in the same turn. No damage.  And then next turn, his health drops a little because he's standing in fire. This may not be a problem for most players.  But it is still a major bug. I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)
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**After some investigating, the DOS version's 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn't being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.
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**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn't this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?
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::''The music is playing as a MIDI channel (usually via the OS's built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I'm not aware of any workarounds. -''[[user:Bomb_Bloke|Bomb Bloke]]
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::''The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]''
  
: That's not a bug, that's the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get "per impact" is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)
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*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram's Fmod patch uses the game's default music mapping instead of letting you define one.
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:''check my user page. At the bottom, I've listed the addresses for all the events that call a sound. You'll need a disassembler like IDA. The list will help you locate the hex address that you'll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]''
  
:: I see your point but let me elaborate.  Heat, not fire, do kill as fast as bullets.  The original game mechanics separated heat from fire just as in real life.  It intended to have the big heat blast damage first and then the small fire damage per turn.
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*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)
:: Take the most extreme case, napalm or volcanic lava, you get fully cooked in less than a second - just by heat alone, and you may/may not catch fire later on.  And heat blasts travel as fast as bullets, in some cases as fast as light.  I believe the game has different Incendiary damage values to do different damage according to how strong the heat is, not the fire afterwards.  The damage by fire later on makes sense because natural burning fires aren't that hot comparatively.
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:''There shouldn't be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to playI checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)''
:: I understand the difficulty in trying to fix this.  But before this fix you could kill a reaper by a few AC-I shots (which is their weakness) and now you can empty the two clips at it and it'll never die.  [[User:Hellblade|Hellblade]] 03:11, 4 October 2012 (EDT)
 
::''If you look at the topic page on Incendiary ammo, everyone seems to agree that this is the proper way to handle fire damageIf you disagree with the consensus, you can always disable the fix by copying the appropriate line from the bugreference file to the [bug fix] section of the INI.-''[[User:Morgan525|Tycho]]
 
  
== General Store Capacity ==
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== Video ==
  
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the "General Store Capacity" mod on (set to 1)The main base can only transfer a total of 1 storage space's worth of items before it says I must build more storesHowever I can transfer goods back just fine (with the main based having over 50 total storage used).
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== Other ==
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*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I'm not too keen on using double-click (too used to single-clicking!)
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::''I'm not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectlyThe only solution is to use the double-click mod.''
  
Both bases show "1:1" storage capacity used (when I have 1 storage in base 2 anyways). I'm reporting this as a glitch because base 1 behaves like it has the 187 capacity (but doesn't show it as that much) and base 2 does not behave like that at all.
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=== Tank issues ===
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This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren't supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.
  
When I remove the mod the capacities show "X:50" (50:50 for base 1) and work normally.
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''But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.''
  
I'm using all the latest files for the extender and the other patches detailed in the "Enemy Unknown Extended" extended page, and the steam version of the game.
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* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?
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''Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn't require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. ''
  
== Where is UFOLoader.exe? ==
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* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank's accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn't they lose, I don't know, TU regeneration rate instead?
 +
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)
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:''In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.''
  
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.
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=== Funky smoke ===
Where is the rest of it?
 
  
Thanks, Herbert West.
+
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.
  
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. [[User:Spike|Spike]] 14:43, 19 October 2012 (EDT)
+
The setup is this (no one is packing incendiary munitions so it's not the Funky Fire bug): first round, team deploys from 'ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.
  
Ok cool, but where do I get the major version? I can't find a link anywhere.
+
Did the 2048 smoke tiles hack change something it wasn't supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)
Cheers, Herbert West.
 
  
:If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)
+
:''Units always took some stun damage from smoke, but only at the end of Xcom's turn. With the "funky fire" mod enabled, units are taking stun damage from smoke at the end of your turn '''and''' the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)''
  
 +
::Well, that's the strange thing: they're not taking stun damage from the smoke but from the smoke grenade's explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)
  
Ah there we go! Got it working. Thanks ^^
+
''The explosion generation routine only calls the "Do damage to Unit" routine if the explosion type is HE. It is possible that if your not playing with the 'hot grenade' mod but are using 'Funky Fire', the explosion occurs at the end of the turn and soldiers in smoke are then dealt stun damage by the end-of-turn routine, and then receive more damage at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)''
  
== No DosBox? ==
+
''I found an oversight in my code that applies the stun damage from smoke twice on the X-Com turn. I have fixed this.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:33, 10 May 2015 (EDT)
 +
-
  
The only executable file in the download is an .exe file. .exe files don't work with dosbox and with X-com being a 16-bit program it doesn't work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?
+
=== 1.32 bugs ===
 +
Just tried the, as of this writing, newest version.
 +
* The game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.
 +
Something's really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)
 +
:''At what points does the game switch back to MIDI/mp3?  So far, this hasn't been reported by others.'' [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)
 +
::Been a while ago but I seem to remember the switch randomly occurring every time there's a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)
 +
:''There is something strange here. The vanilla game doesn't change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it's determined quasi~randomly there).  Also, the changes to the code that occur when you enable MP3 playback in the Extender replaces the code that plays midi music and the BASS sound system can't play MIDI without additional support. If I don't use BASS and remove a MIDI file to simulate a bad one, I just get silence.  ''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
 +
:''I've been playing a long game for a while now and have not seen this issue. Does it still occur for you?''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:56, 25 February 2015 (EST)
  
:The first paragraph of the main page of the article does say:
+
====Abalative Armor====
 +
A non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don't want to use it but the all-or-nothing behavior of Enhanced Game means I'm forced to if I also want to use the others. I feel it just doesn't fit among the others.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:28, 29 July 2014 (EDT)
 +
:''The purpose of the ablative armor mod was to prevent the first plasma shot of the game from killing a soldier in power armor, not to make the soldier able to take multiple Heavy plasma shots.  I have removed the "enhanced" option and each settings can now be individually enabled, with the condition that the ablative armor mod will be active if the weak sectoid mod is enabled.''
 +
:''I've made changes to ablative armor. Armor is more effective and usually stops one-shot kills, although soldiers will be wounded, if the armor type matches the weapon used: personal armor will be very effective against plasma pistols and rifles, but rifles have a good chance to wound the soldier. Power and flying armor is very strong against pistols and rifles have a chance to wound, especially with repeat shots to the same location. With a strong hit, heavy plasma can severely wound a soldier, killing soldiers with low health in one-hit. Playing a game with these changes, I have less soldiers killed in battle, but I have a lot of wounded soldiers, some are in the medical ward for over 25 days.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:42, 25 February 2015 (EST)
  
This program only works with the Windows version and will not work through DOSbox.
+
=== 1.33 issues ===
Furthermore, a version compatible with DOS will not be created due to difference in memory management used.
 
  
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)
+
* The game crashes in battlescape ("XCOM crashed at 0x10007ACE with error 0xC0000005 trying to access 0x0100FFFF"), immediately after an explosion which would create smoke and/or destroy landscape. The crash occurs after the explosion animation, just before smoke/terrain damage would appear. Tested with HC-HE, AC-HE, Grenade and Small Rocket in farm terrain. Config - 1.33 default, except for fullscreen resolution (changed to 1440x900). Does NOT happen on 1.32.8a. Turning off bugfixes ([Bug Fix] Apply=0) prevents the crash. Game version: Steam. OSes: Win 7, Win 10 build 9926. Crash address consistent between reboots. I can provide a memory dump, if necessary. --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST)
  
== Crash on 64 Bit Windows ==
+
:''Thanks for the information.  The problem occurs in the code that generates the three-dimensional blast damage for explosions.  I believe I have already found it and will be releasing a patch soon.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST)
  
I'm trying to get UFOextender up and running on my computer but it immediately crashes with the error message "XCOM crashed at 0x0 with error 0xC0000005 trying to access 0x00000000". I've reinstalled it a few times and I've fiddled with some of the settings but I still get the same results.  I'm on a 64 bit machine.
+
::Have you been able to fix it yet? -[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:17, 9 May 2015 (EDT)
  
:Are you able to run the Windows version of UFO Enemy Unknown on your 64 bit machine, without using UFOextender? The question immediately before your question is suggesting that the Windows version of UFO won't run on 64 bit Windows. [[User:Spike|Spike]] 20:54, 21 October 2012 (EDT)
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:''I have but I am stuck in the middle of fixing another issue and events in life have slowed down my progress.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:28, 10 May 2015 (EDT)
 +
 
 +
* Could you upload the current source code? The last one published is for 1.31.9. --[[User:Sapeer|Sapeer]] ([[User talk:Sapeer|talk]]) 16:24, 12 February 2015 (EST)
 +
:''Just waiting for someone to ask.  I'll post it soon.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:35, 13 February 2015 (EST)
 +
 
 +
=Other Feedback=
 +
*Hidden Movement speed
 +
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part.
 +
[[User:ElfKaa|ElfKaa]]
 +
:''Slowing down the alien turn is not really feasible. If it's just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn't affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]''
 +
 
 +
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.
 +
 
 +
''Tt sounds like a routine is mixing up the CurrentUnit and CurrentTarget variables or one is being replaced by the other....''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
 +
:''One idea on the source of this problem may be a side-effect of "more reaction fire".  The call to check for reaction fire when units change their facing, seems to create a possibility that the program can't keep track of which unit was the current active one, usually when multiple units reaction fire to the same event.  Often, this will cause a crash because the variable for the active unit was cleared in the mix-up.''[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:06, 25 February 2015 (EST)
 +
 
 +
* Seeing that it's possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an "undersuit" the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I'd say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)
 +
 
 +
''There is now 'Stack Armor Production' as an option in version 1.33''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])
 +
== Base Stacking ==
 +
 
 +
How does the Build Queue thing work, it doesn't say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)
 +
 
 +
''Its is called "Base Build Stacking" and it's listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]''
 +
</tabber>
 +
 
 +
== TFTD Bugs ==
 +
 
 +
Sorry, this is completely the wrong place to add bug reports, but I can't work out where in the forum this is supposed to go.
 +
 
 +
:''If you mean on this forum, you need to post these bugs under the [[TFTDextender]] section. Also add your signature by typing four "~" at the end of your post. You can find the link on my user page or under the "Game editors and mods" section of the main page of UFO topics''- [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:20, 2 June 2015 (EDT)

Latest revision as of 00:20, 3 June 2015

Feel free to report any problems or comments you have on the Extender.

Feedback

INstallation Problems

HI fellow Sectoid Killers!

I have used UFO extender before and loved it.

I recently checked the forum and saw the latest version and downloaded, But i'm having some installtion problems.

Operating System: Windows XP Version: X-Com Collectors Edition CD

Firstly, I could not delete the old UFO Extender.exe file as access was denied. I tried moving it - failed. I renamed it to UFO.exe and moved to recycle bin and copied over the new install (full latest version with modified Externde.ini file. Still could not delete it.

Game failed to load - complaining of me trying to run 2 mods together.

So I un-installed CE totally, vaped all the files and re-installed a virginal copy of CE. Moved the zip file to the location & unpacked. Edited the ini file to switch on the mods.....

Nothing happens when I use the shortcut.

What did I do wrong?

Also - I used old TFTD extender but the battlescape was in super-mast mega zoom mode with the mouse. Is there a variable battlescape mod as per UFO to tweak mouse settings for TFTD? (I've yet to try the latest release of TFTF extender)

If the loader fails to launch UFO.exe or the program crashes, often the UFOloader.exe will still be running. If that happens, explorer won't let you remove it. To check and fix this, open the Task manager and see if UFOloader.exe is present. Select it and 'end program' or 'end process'.
The problem with the 2 mods running is an oversight, if you get the version 1.33beta that is available on the Strategycore forums, the problem is fixed. I'm working on version 1.34 and it is fixed. I'll release it once I can resolve a few other issues.
Look at the Slow Battlescape Animation Speed option in TFTD Extender to slow down all battlescape animation, which will also slow the scroll speed.-Tycho (talk) 22:05, 25 May 2015 (EDT)


Thanks for the tips. The odd thing is that I WAS using the 1.33Beta. Also I think I'm being a bit of a frag-head in that the TFTD extender i downloaded just had patcher.dll. I think I must have downloaded the wrong TFTD extender.

I just uploaded a hacked version of 1.33beta, which is now called 1.33.1patch, to the forum on strategycore. I just used a hex editor to remove the bytes of code that were causing the dual address patched error.

1.33 Mod List Mismatch

Just a small point - the mod list in the latest 1.33 Full Configuration Settings File does not exactly match the listings on the website for UFO Extender Mods.

Could you please update the web page to match. For example, the Mod "Small Firestorm" is in the Configuration Settings, but there is no clue as to what it does. Also I think there is a mod listed on the website "More Chrysalid noises" that is not in the Configuration Settings.

Y:Yeah. There is a lot I need to update on the website. Not enough time lately. The small firestorm mod explanation should be in the INI-readme file. It makes the firestorm into a UAV: less production time and materials, and you can have two per hangar but the hull points are lower than the regular (modified) firestorm.-Tycho (talk) 04:43, 27 May 2015 (EDT)

Grenades

Having non-destructable grenades in the latest full version of UFO Extender is good. Does this apply to Alien Grenades as well? They should also be indestructible. Does this apply to TFTD extender grenades? - both terrestrial and sonic (They should also be indestructuble)

You can set the amount of damage needed to destroy each type of grenade by following the guidelines for the OBDATA section of the INI.

Also - what is the point of smoke/dye grenades? I thought aliens could see through smoke, so if you chuck a smoker at an Alien, you just affect your own line of sight detrimentally!

This is not true for the original (I think that in the Firaxis version, smoke only gives a penalty on the hit percentage.) Smoke will impede line-of-sight for both sides depending on the intensity and number of squares that are between an alien and a soldier. The best strategy is to throw a smoke grenade so that it lands midway between a soldier and an alien to maximize the penalty. Of course, if the alien moves closer he can obtain LOS for himself and other aliens, just the same as for the player.

Now a much better idea would be to change smokes to Wille Pete's (white phosphorous - i.e incendiaries)

You can do this with the OBDATA section of the INI.

Also - you probably know this but my (previous) version of UFO extender had a grenade bug so that when you primed it, but did not throw the grenade/HE pack, it disappeared and was not available in the next combat round.

Which version are you playing? With the hot grenade mod enabled in version 1.33, the data-point that makes the grenade not appear in the inventory should not be set until the soldier throws it. I'll double check to see if it's still a problem. It seems to work as expected in version 1.33

You should be able to prime a grenade and have it "hot" until you throw it. Woe betide a grenadier that gets shot holding a live grenade....

This is part of the original game. If you prime a grenade, even with the hot grenade mod enabled, and drop it, it will explode when the turn ends. A viable strategy when going against chryssalids, as a "precaution" against zombification.-Tycho (talk) 00:52, 30 May 2015 (EDT)

Not fully exploiting alien Alloys

I like the fact that more is being made of Alien Alloys, but I have another idea - better bullets for the sniper rifle.

Now the original Terrestial rifle that troops start with is actually quite good in terms of accuracy and flexibility, but is limited by terrestial bullets.

Once the Alien Alloys are researched, it should be an easy thing to make Alien Alloy rounds, giving the olde sniper rifle a new lease of life - with higher damage rounds.

New Ammo Tpye: Alien Alloy Rounds - increase rifle damage with Alien Alloys researched. Same should also apply to the heavy weapons that use AP ammo.

Ver. 1.31

The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I've found and downloaded it, and also updated it on the wiki. (Apparently UFOextender was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn't have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there's a bug now related to hotkeys and alt-tabbing in fullscreen mode. As to MC issues, I'll be able to tell when I get a chance to test them. I'll be giving further feedback in the program's forum thread. — Slider2k 00:31, 6 December 2013 (EST)

Music

I'm just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you've achieved what you're setting out to achieve.
The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro.
P. S. Oh, and don't forget that the PSX music tracks start from track 02. -NKF
Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I'll however update with the current version and keep that improvement for later.
  • XCOM CE's Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I'm using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn't an issue on Windows XP.
There problem here is that there is nothing in the program to manage aspects of sounds/music. The game selects the music entry or SFX and then dumps the data string directly into the OS's sound mixer. You can't simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created. To fix this one would have to replace the current sound buffer creation routine.- Tycho
You can enable and option in version 1.33 to play all sounds through the BASS sound system. Doing this will allow to to adjust the volume for sounds and music separately with the entries in the INI.-Tycho (talk) 02:36, 10 May 2015 (EDT)
    • After some investigating, the DOS version's 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn't being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.
    • This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn't this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?
The music is playing as a MIDI channel (usually via the OS's built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I'm not aware of any workarounds. -Bomb Bloke
The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-Tycho
  • If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram's Fmod patch uses the game's default music mapping instead of letting you define one.
check my user page. At the bottom, I've listed the addresses for all the events that call a sound. You'll need a disassembler like IDA. The list will help you locate the hex address that you'll need to change to call a different sound entry.-Tycho
  • Are there any bitrate limitations to what MP3s the game can play?--amitakartok 14:49, 13 March 2013 (EDT)
There shouldn't be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play. I checked their website[1] and no limitations are mentioned.- Tycho 23:16, 13 March 2013 (EDT)

Video

Other

  • It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I'm not too keen on using double-click (too used to single-clicking!)
I'm not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity. I think DOSbox eliminates this in some way directly or indirectly. The only solution is to use the double-click mod.

Tank issues

This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren't supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.

But not all large units in the game are mechanical (especially in TFTD). I have fixed this in patches to 1.31.

  • The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?

Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn't require knowledge of their manufacture. The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without researching either.

  • Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank's accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn't they lose, I don't know, TU regeneration rate instead?

--amitakartok 13:01, 17 March 2013 (EDT)

In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.

Funky smoke

In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.

The setup is this (no one is packing incendiary munitions so it's not the Funky Fire bug): first round, team deploys from 'ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.

Did the 2048 smoke tiles hack change something it wasn't supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--amitakartok 18:05, 19 March 2013 (EDT)

Units always took some stun damage from smoke, but only at the end of Xcom's turn. With the "funky fire" mod enabled, units are taking stun damage from smoke at the end of your turn and the end of the alien turn. Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn. You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -Tycho 21:12, 19 March 2013 (EDT)
Well, that's the strange thing: they're not taking stun damage from the smoke but from the smoke grenade's explosion, as if it were a weak Stun Bomb.--amitakartok 09:11, 20 March 2013 (EDT)

The explosion generation routine only calls the "Do damage to Unit" routine if the explosion type is HE. It is possible that if your not playing with the 'hot grenade' mod but are using 'Funky Fire', the explosion occurs at the end of the turn and soldiers in smoke are then dealt stun damage by the end-of-turn routine, and then receive more damage at the end of the alien turn.-Tycho 11:58, 21 March 2013 (EDT)

I found an oversight in my code that applies the stun damage from smoke twice on the X-Com turn. I have fixed this.-Tycho (talk) 02:33, 10 May 2015 (EDT) -

1.32 bugs

Just tried the, as of this writing, newest version.

  • The game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.

Something's really not right here.--amitakartok (talk) 14:03, 23 May 2014 (EDT)

At what points does the game switch back to MIDI/mp3? So far, this hasn't been reported by others. Tycho (talk) 08:54, 17 July 2014 (EDT)
Been a while ago but I seem to remember the switch randomly occurring every time there's a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--amitakartok (talk) 17:00, 28 July 2014 (EDT)
There is something strange here. The vanilla game doesn't change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it's determined quasi~randomly there). Also, the changes to the code that occur when you enable MP3 playback in the Extender replaces the code that plays midi music and the BASS sound system can't play MIDI without additional support. If I don't use BASS and remove a MIDI file to simulate a bad one, I just get silence. -Tycho (talk)
I've been playing a long game for a while now and have not seen this issue. Does it still occur for you?Tycho (talk) 21:56, 25 February 2015 (EST)

Abalative Armor

A non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don't want to use it but the all-or-nothing behavior of Enhanced Game means I'm forced to if I also want to use the others. I feel it just doesn't fit among the others.--amitakartok (talk) 17:28, 29 July 2014 (EDT)

The purpose of the ablative armor mod was to prevent the first plasma shot of the game from killing a soldier in power armor, not to make the soldier able to take multiple Heavy plasma shots. I have removed the "enhanced" option and each settings can now be individually enabled, with the condition that the ablative armor mod will be active if the weak sectoid mod is enabled.
I've made changes to ablative armor. Armor is more effective and usually stops one-shot kills, although soldiers will be wounded, if the armor type matches the weapon used: personal armor will be very effective against plasma pistols and rifles, but rifles have a good chance to wound the soldier. Power and flying armor is very strong against pistols and rifles have a chance to wound, especially with repeat shots to the same location. With a strong hit, heavy plasma can severely wound a soldier, killing soldiers with low health in one-hit. Playing a game with these changes, I have less soldiers killed in battle, but I have a lot of wounded soldiers, some are in the medical ward for over 25 days.Tycho (talk) 21:42, 25 February 2015 (EST)

1.33 issues

  • The game crashes in battlescape ("XCOM crashed at 0x10007ACE with error 0xC0000005 trying to access 0x0100FFFF"), immediately after an explosion which would create smoke and/or destroy landscape. The crash occurs after the explosion animation, just before smoke/terrain damage would appear. Tested with HC-HE, AC-HE, Grenade and Small Rocket in farm terrain. Config - 1.33 default, except for fullscreen resolution (changed to 1440x900). Does NOT happen on 1.32.8a. Turning off bugfixes ([Bug Fix] Apply=0) prevents the crash. Game version: Steam. OSes: Win 7, Win 10 build 9926. Crash address consistent between reboots. I can provide a memory dump, if necessary. --Sapeer (talk) 16:24, 12 February 2015 (EST)
Thanks for the information. The problem occurs in the code that generates the three-dimensional blast damage for explosions. I believe I have already found it and will be releasing a patch soon.Tycho (talk) 02:35, 13 February 2015 (EST)
Have you been able to fix it yet? -Sapeer (talk) 16:17, 9 May 2015 (EDT)
I have but I am stuck in the middle of fixing another issue and events in life have slowed down my progress.-Tycho (talk) 02:28, 10 May 2015 (EDT)
  • Could you upload the current source code? The last one published is for 1.31.9. --Sapeer (talk) 16:24, 12 February 2015 (EST)
Just waiting for someone to ask. I'll post it soon.-Tycho (talk) 02:35, 13 February 2015 (EST)

Other Feedback

  • Hidden Movement speed

Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. ElfKaa

Slowing down the alien turn is not really feasible. If it's just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn. This wouldn't affect the alien turn routine per se but would give some distinction between each yell. - Tycho
  • Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.

Tt sounds like a routine is mixing up the CurrentUnit and CurrentTarget variables or one is being replaced by the other....Tycho (talk)

One idea on the source of this problem may be a side-effect of "more reaction fire". The call to check for reaction fire when units change their facing, seems to create a possibility that the program can't keep track of which unit was the current active one, usually when multiple units reaction fire to the same event. Often, this will cause a crash because the variable for the active unit was cleared in the mix-up.Tycho (talk) 22:06, 25 February 2015 (EST)
  • Seeing that it's possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an "undersuit" the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I'd say this would be fun; what do you say?--amitakartok (talk) 11:30, 23 May 2014 (EDT)

There is now 'Stack Armor Production' as an option in version 1.33-Tycho (talk)

Base Stacking

How does the Build Queue thing work, it doesn't say on the page or README? --Ditto51 12:32, 17 August 2013 (EDT)

Its is called "Base Build Stacking" and it's listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-Tycho

TFTD Bugs

Sorry, this is completely the wrong place to add bug reports, but I can't work out where in the forum this is supposed to go.

If you mean on this forum, you need to post these bugs under the TFTDextender section. Also add your signature by typing four "~" at the end of your post. You can find the link on my user page or under the "Game editors and mods" section of the main page of UFO topics- Tycho (talk) 20:20, 2 June 2015 (EDT)