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A Fix For The Tftd Research Bug


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#1 Lobster Dan

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Posted 02 March 2006 - 11:05 PM

I've been digging through the research tree in the code, and although I haven't yet been able to figure out how to modify the executable to change the tech tree or fix the research bugs (but I am certainly trying!) I've got an executable that fixes the bugs in an existing game.

This fixes the four research bugs I know of relating to mis-ordering of research. If you're missing an item like Alien Sub Construction, the Disruptor Pulse Launcher, or the MC Reader, the game will automatically let you the research item once you acquire it -- you don't need to rerun this executable after you've acquired a sample of the item.

If you're using xcomutil this can be run automatically after each battle.

Feedback appreciated!


FAQ from the README:


Q. Should I back up my data before I run this?

A. Yes. This doesn't modify any executables,
just game data, so backing up your saved games
is sufficient.

Q. Which version of TFTD is this for?

A. This is for version 2, in which you can research
Magnetic Navigation as soon as you have it.

It shouldn't break anything with version 1, but I
have done no testing. Feedback from anyone using
version 1 would be appreciated.

Q. How do I fix a research bug in my saved game?

A. Go to the specific saved game directory and run
RESEARCH.EXE. If there is a bug that is fixed,
you will get a message describing each bug it
finds and fixed.

Q. Which research bugs does it fix?

A. It currently fixes four:

1. If the MC Lab is fully researched, then the
MC Reader will become available once you
acquire one (even if you don't yet have one).

2. If you have researched Plastic Aqua Armor,
Ion Beam Accelerators, and a live Deep One,
then Ion Armor will be available.

3. If you have researched Zrbite, then you will
be able to research the Disruptor Launcher
once you acquire one.

4. If you have researched Zrbite and the
Transmission Resolver, you will be able to
research Alien Sub Construction once you
acquire a sample.

Q. Can I incorporate this into my game?

A. If you have XcomUtil, yes! It should run
automatically. Just copy research.exe and
xcuhook3.bat to MPS/TFTD.

If you already have an xcuhook3.bat script,
you can merge them together.

If you don't want to get status messages
after every battle, add " --quiet" after
"research.exe" in the xcuhook3.bat file..



Q. What does the future hold?

A. These things:

1. Making individual fixes selectable.

2. Getting rid of the corpse requirements for
the vibroblade.

3. Reading generic changes from a configuration file.

4. Putting these changes into the executable.

Attached Files



#2 Oldblue153

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Posted 03 March 2006 - 11:16 AM

Nice too see a TFTD fan...uhh Dan? have you seen this page at all?

http://paralight.ru/xcom/

Pretty much fixes anything you could ever want fixed in the way of research.

#3 Lobster Dan

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Posted 16 March 2006 - 12:09 PM

Nice too see a TFTD fan...uhh Dan? have you seen this page at all?

http://paralight.ru/xcom/

Pretty much fixes anything you could ever want fixed in the way of research.

<{POST_SNAPBACK}>


Yep, I saw that. It's what inspired me to write what I did.

It's a little restrictive for me: it makes anything you're missing be automatically completed in one day, and you have to complete all other projects at all other bases. I was playing TFTD with the XcomUtil patch for getting research help from aliens, for instance, and didn't want to just mark the MC Reader as "done" since it practically requires nabbing an Aquatoid Medic.

The Tech Tree PDF hosted at that page has some bugs on it, though. Such as, the advanced SWS's come after Manta, not the Hammerhead.

Is there any demand for getting rid of the corpse requirements for Vibroblade research? That one is easy enough to do, but once I move away from just fixing bugs and towards modding things, I'll need to supply a configuration file or script of some kind.

#4 lalaland

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Posted 21 June 2008 - 02:59 PM

hi
i fell into the live deep one/ion beam accelerators trap, so i couldn't get the ion armour.
When I used this thing, it idnd't report any bugs fixed, but i still cannot research the ion armour. Both the live deep one and ion beam accelerators are already researched.
help plz???
thx

#5 Jonaleth Irenicus

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Posted 26 June 2008 - 08:25 AM

If you are using the CE you can simply try researching another live deep one and that should solve the problem.
Passenger ship terror site, first turn, I open the door of my Triton, there is a Tasoth up on the next floor (his back is facing the screen so I don't know what weapon he has).

One of my guys fire at him, hit, he reaction fires with Thermal Shock Launcher. The whole crew stunned. Mission over.

#6 NKF

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Posted 27 June 2008 - 09:15 PM

Do you have Plastic Aqua Armor? Ion Armor requires that you have Plastic Aqua Armor and the Ion Beam Accelerators researched before you interrogate the live Deep-One.

You could just start a brand new game and copy the Research.dat file (and up.dat to clear the ufopaedia) from the new game into your current game. That way you'll be able to start your research from scratch.

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#7 xcom55555

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Posted 18 July 2012 - 04:39 AM

Here you can download research bug fix for XCOM-TFTD:

http://www.viki3d.com/xcom-tftd/



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