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doccarnby: Hm, I'm not getting the .ini file. I really like the UFO Extender (which works just fine with my GamersGate version), so I'd like to use this too. Earliest real games I remember playing.
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tycho525: Sorry about that. I put a note on the entry pointing out this is a patch and those that don't have v1.05 will need to install that first then use the patch. I have done this so that people who have already installed 1.05 and tweaked their INI file, don't have to do that again. Sorry about the confusion. This may not be as important now but in the past there were a lot of reported problems and I was releasing fixes on a weekly basis.
Ah, ok. Thanks! I didn't realized, I figured it was one of those all-in-one patches.
I can't download the new TFTD extender. Some problems with server apparently.
Here is the latest information on my work for TFTD Extender:
* Extender now requires MS VC 2008 Redist. installed since it seems to run better under Windows 7.

Version 1.05 patch 4 (requires v1.05 and includes fixes from all previous patches)
* Save Equipment now functions properly
* Clip weight issues fixed: All clips loaded into weapons will have their weight assigned to the weapon's owner. When the weapon is thrown or dropped, the clip weight will be removed as well.
* Fixed problem with items on sub floor disappearing when mission aborted.
* Fixed problem where the Gauss Tank becomes a Gas Cannon when tank is removed from craft after a battle due to insufficient ammo.
* fixed problem with inability to assign technicians to build Leviathan with the manufacturing limit rate fix enabled.
* fixed problem with not being able to enable waypoints when firing the PWT launcher on land if using the mod that allow one to do so.
* fixed issue with crash on second stage of artifact sites.
* added options for localization of text used in the equipment screen. See description in Equipment section on Extender's main information page.
* Fixed problem where production materials where being removed from the wrong base due to Manufacturing Limit Fix.
* Clips loaded into weapons that were dropped on the battlescape will not be incorrectly given to the player when a mission is aborted.
* The mod for OBDATA.DAT now works correctly.
* MCed units rendered unconscious will have the MCed effects reversed.
* Displacer/Sonic turrent damage changed to 130 to keep it the same damage as per the in-game UFOpaedia.
* Aircraft will now automatically engage an airborne target when it reaches water. Barracuda will automatically follow and intercept a very deep USO once it reaches a shallower depth. The only time a player will receive the "Mission too deep" message is if they dispatch a Triton to a site in very deep water.
* Unconscious units that die after their body is moved and later caught in an explosion, will have their corpse appear where the body was killed rather than where the unit initially when unconscious.
* Particle Disturbance Detector animation has been slowed.
* Fixed the music that plays on the mission summary screen, depending upon a good/bad outcome. Now it is the same as the DOS version.
* Fixed an issue with save equipment that prevented some units from being reequipped.
* Fixed an error that prevented access to the Leviathan research topic when playing with alternate tech level 3.
* Fixed End Of Battle routine:
**Aquanauts MCed when the last alien is killed will not become MIA.
**For aborted missions, all units will be checked for MIA status solely based on their position on the map. Units MCed or unconscious in the Xcraft at the time of aborting, will not be MIA.
**On multiple-stage missions:
***Aquanauts that are unconscious when the last alien is killed will continue to the next stage.
***All aquanauts will have their energy and morale restored to full and stun level reset.
***Each aquanaut will receive a small amount of healing (up to a maximum of 10 points) and the severity of any active fatal wounds will be lowered (to a minimum of 1 for each location).
::[''The last two were already in-game but they only occurred on ship missions, I just expanded this sequence to include all multiple-stage missions''.]


Version 1.05:
* Fixes a problem with Liner and Cargo ship mission not handling the summary report correctly if the player aborts or loses the mission.
* Fixes a problem where not all stats were being moved when swapping soldiers' positions in craft.
* Fixes a minor problem with the decrease buttons on the manufacture screen when Autosell is enabled.
* [[Known_Bugs_(TFTD)#Manufacturing_Rate_Limit_Bug.28TFTD.29 | Manufacturing Rate Limit Bug]] is fixed. Same as in ''Enemy Unknown''.
* Improved function on cursor clipping. Two modes available: 1-battlescape only 2-constant.
* Improved Gauss Tank: Armor is improved but requires research into Aqua Plastics and plastics are needed for production.
Version 1.06.

New in this version:

* Know Thy Enemy: Damage will be capped until the aliens' vital points have been discovered via autopsies. There is a small chance of a "lucky shot" that will bypass the cap for each successful hit.
* Smaller Maps for both random Alien sub missions and Alien colony's stage 2.
* Increased variety of aliens that guard or populate an alien colony.
* Improved detectors to help aquanauts find those pesky aliens hiding under the beds or in the closets.
* Revised P.W.T. ammo production requirements to reflect a logical correlation to each platform's weapon damage.
* The game executable can now be specified in the [loader] section of the game's INI file.
* Craft Gauss Cannon's maximum ammo increased to 100 and base rearm rate increase to 50 rounds per hour.
* Base rearm rate for Ajax torpedoes increased to 2 rounds per hour.
* 'Craft Always Ready' mod changed to 'Craft Ready State' with two options: =1 Always ready, =2 Damaged craft are grounded.
* Option to modify the weapon selections for Aquatoids. Replaces the sonic cannon with a sonic rifle or pistol, depending on rank.
* Option to reduce the area of effect for thermal shok bombs.

http://www.ufopaedia.org/index.php?title=TFTDextender
Cool! Thank You for all the hard work, and for keeping us informed, Tycho!:)
Gonna give this puppy a try to see if it fixes some glitches I'm having with TFTD. Thanks for updating this Tycho!
Version 1.061:
Slow the Clock: Time in the Geoscape passes slower. The way the clock passes time has been altered but the options for accelerating time match the original rates.
Know Thy Enemy: Damage will be capped until the aliens' vital points have been discovered via autopsies. There is a small chance of a "lucky shot" that will bypass the cap for each successful hit.
Smaller Maps for both random Alien sub missions and Alien colony's stage 2.
Increased variety of aliens that populate the colonies.
Improved detectors to help aquanauts find those pesky aliens hiding under the beds or in the closets.
Revised P.W.T. ammo production requirements to reflect a logical correlation to each platform's weapon damage. [New Games only]
The game executable can now be specified in the [loader] section of the game's INI file.
Craft Gauss Cannon's maximum ammo increased to 100 and base rearm rate increase to 50 rounds per hour.
Option to increase base rearm rate for Ajax torpedoes to 2 rounds per hour instead of 1 per hour.
'Craft Always Ready' mod changed to 'Craft Ready State' with two options: =1 Always ready, =2 Damaged craft are grounded.
Option to have Aquatoids be armed with sonic pistols or rifles instead of cannons because of their size.

For a detailed list of the features see the UFOpaedia page: http://www.ufopaedia.org/index.php?title=TFTDextender


Visit the download page: http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/mods/
Post edited December 15, 2012 by tycho525
Why does this not just get released on GOG!!!(? for grammar purposes)