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XCOMUTIL.EXE 6.2 for XCOM/UFO and TFTD

software


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XCOMUTIL.EXE 6.2 for XCOM/UFO and TFTD by Scott T Jones, stjones@aol.com

This program modifies saved game files or program files for X-COM:UFO Defense

(versions 1.0 and 1.4), UFO:Enemy Unknown (the European release of XCOM,

versions 1.0, 1.1, and 1.2), and XCOM:Terror from the Deep (versions 1.0,

2.0, and the unnumbered Beta release) all by MicroProse. Use this program at



your own risk, only after making backups of the directories containing the

files it modifies. I am not liable for any damages this program may cause.

You may freely distribute this ZIP file only if it is not modified and no

money is charged for distribution.

Please report any bugs you find in the comp.sys.ibm.pc.games.strategic

newsgroup or send them directly to me at stjones@comland.com or

stjones@aol.com. The latest version is always available from my XCOMUTIL

Homepage at https://members.aol.com/stjones/xcomutil/ or its shadow at

https://www.comland.com/~stjones/xcomutil/.

A history of fixes and improvements is listed at the end of this file, as well

as a section on known bugs. Fixes and enhancements will be provided as my

free time permits. Since I make no money from this program, I only add

functions that I personally want to use. Suggestions are welcome, but I

reserve the right to ignore them.

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Overview:

There are many XCOM editors which people use to make XCOM easier. Those are

fine for novice XCOM players. However, after playing several games at the

superhuman difficulty level, anyone would get bored. After playing TFTD at

the superhuman level, I have discovered that something was needed to make it

less impossible to play and less predictable. This program is intended to

make both XCOM and TFTD interesting again, even challenging, but without

making them impossible to win.

This program is the result of my work decoding data in the XCOM and TFTD

executable and data files and the files in the saved game directories, GAME_1

through GAME_10. The only code I have disassembled is the few lines of code

around the references to the IGLOB.DAT file, so that I could fix the

Difficulty bug in XCOM and UFO. It is not my intention to steal algorithms,

but rather to understand the data.

My thanks go to the authors of the base and weapon editors that allowed me to

set files to the unique states that allowed me to easily understand the file

layouts and implement some of my flags. Special thanks go to Marco Kaiser for

his MAPEDI10.EXE program which enabled many of the enhancements that have been

made since version 5.0.

XCOMUTIL is a command line utility, not an interactive editor. It was

intentionally written that way to allow you to modify saved games in a generic

way without learning everything about them and ruining the surprises. It also

allows you to define your 17517q1617r own .BAT or .CMD files to automatically apply the

changes you want.

NOTE: Use of XCOMUTIL usually requires that you save your game, exit the

game, run XCOMUTIL, then reload your modified game. However, beginning with

XCOMUTIL 5.0, you can execute XCOMUTIL between the phases of game by using

special batch files that will be described later. By using these batch files,

the game can be greatly enhanced by the addition of new ships.

XCOMUTIL.EXE and its install file, XCUSETUP.BAT, try to make backup copies of

all of the files it modifies that are not part of a saved game. These backup

files all have the extension .XCU. Most, but not all, of the changes made to

files by XCOMUTIL are reversible. However, you can undo almost everything by

copying .XCU files back to their originals.

The best time to make changes to the saved game files depends on the flags you

are specifying. Refer to the chart that appears later in this document.

Since backups are NOT made of any saved game files, you should save your game

twice, using two different saved game numbers, to make a backup copy of your

saved game before running XCOMUTIL against one of them. You can then reload

the first saved game with the modified files to fight your enhanced battle.

When you are done, you can reload your game from the second saved game. This

is very important if you are switching sides with the aliens. In that case,

success will mean the elimination of many of your men, possibly including the

loss of a ship or even a base.

It is best to run XCOMUTIL from the main directory of XCOM or TFTD, the one

containing UFOEXE and the GAME_1 thru GAME_10 directories, but it can be run

from anywhere if you do not mind typing long paths. The XCOMUTIL.CFG file

MUST be found in the current directory, if it is to be used. The syntax of

XCOMUTIL is as follows:

XCOMUTIL path [flags] [WRT]

The path to the directory containing the files to be modified is required. If

it is not specified, or if the expected files are not found, a single screen

of help will be displayed. The level of XCOM:UFO Defense, UFO: Enemy

Unknown, or XCOM:Terror from the Deep will be determined automatically.

NOTE: The WRT flag MUST be coded if you want any changes to actually be made.

This is a safety feature that allows you to preview the results of using

XCOMUTIL. Many people have forgotten to use the WRT flag and have erroneously

reported that XCOMUTIL does not work.

All operations on the files are controlled by the flags, all of which

optionally begin with a slash and may be coded in any mixture of upper and

lower case. Any number of flags may be coded in any order. If no flags are

specified, only general information is displayed.

Flags which modify GEOSCAPE.EXE or TACTICAL.EXE are permanent changes which

effect all future combats. The path required for these flags is probably

UFOEXE, so that the XCOM or TFTD version can be determined. The remaining

flags only effect the saved game files in the directory you select. The paths

required for these flags are probably GAME_1 through GAME_10.

Only objects which are carried by aliens or which are on the ground will be

changed by this program. Remember that the primary intent of this program is

to make the game more difficult. If you want to improve your own equipment,

use a different editor or utility.

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Hard Disk vs CDRom:

For all of the features of XCOMUTIL to work, you need to install your game

completely to your hard disk from your CD. For TFTD, this is as easy as

switching to the HARDDISK directory on your CD and entering INSTALL. For the

original XCOM CD, you need to execute the following steps from the DOS command

line:

XCOPY x:*.* y:\XCOM /S

INSTALL y:\XCOM

CDSETUP y:

where x: is your CD and y: is the drive on which you wish to install XCOM.

When this is done, XCOMUTIL can be installed by unzipping XCOMUTnn.ZIP into

your XCOM directory and running XCUSETUP. Now you can run XCOM/UFO or TFTD by

entering RUNXCOM.

If you bought XCOM and TFTD in the Conquer the Universe package from

MicroProse, you should have no problems, since they only install to your hard

disk.

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XCOMUTIL Batch Files:

Because XCOMUTIL is a command line utility, it is easily incorporated into

batch files. The XCOMUTIL package for DOS contains XCUSETUP.BAT, the XCOMUTIL

installation procedure, and RUNXCOM.BAT, which runs both XCOM/UFO or TFTD with

all of XCOMUTIL enhanced features. The OS/2 version of XCOMUTIL cannot be

used with RUNXCOM.BAT because it executes XCOMUTIL between the phases of the

game.

XCUSETUP.BAT makes backups of most of the files that XCOMUTIL is likely to

modify. These backups all have .XCU as the file extension. During the

execution of XCOMUTIL, it may create additional backups of less frequently

modified files.

XCUSETUP.BAT will also ask if you want to use the advanced features supported

by RUNXCOM.BAT. If you reply Y to this prompt, XCUSETUP will patch

GEOSCAPE.EXE and TACTICAL.EXE to enable all of your ships to carry soldiers.

Once this is done, you must always use RUNXCOM.BAT to run the game or soldiers

could be lost. XCUSETUP.BAT can safely be run more than once, if you decide

to add the enhanced features at a later date.

RUNXCOM.BAT is used instead of UFO.BAT or TERROR.COM to allow XCOMUTIL to

perform all of the fixups defined in the XCOMUTIL.CFG file that are required

to use the new ship designs. RUNXCOM.BAT also logs all of your battles by

appending all of XCOMUTIL's output to XCOMUTIL.LOG. You can delete or edit

XCOMUTIL.LOG at any time to eliminate old information that you no longer want.

If you have the XCOMUTIL.RND file in your current directory, RUNXCOM.BAT will

randomize the maps used by the game according to the directions found in that

file. XCOMUTIL does not come with a default XCOMUTIL.RND. This file will

probably be provided with any new package of maps to enable randomization of

the maps, if that is the map designer's intent. If you want to merge the maps

from multiple packages, you will have to edit XCOMUTIL.RND yourself. If you

have problems or no longer want to use this function, you can rename or delete

XCOMUTIL.RND.

If you have the XCOMUTIL.EQP file in your current directory and no equipment

is currently assigned to your ship, RUNXCOM.BAT will automatically equip your

soldiers/aquanauts on entry to a battle from your probable base of origin. If

this base of origin is incorrect, equipment will be taken from the probable

base of origin, but returned to the true base of origin. XCOMUTIL does not

come with a default XCOMUTIL.EQP. This file must created by you as described

in the EQP and EQL flag sections. If you have problems or no longer want to

use this function, you can rename or delete XCOMUTIL.EQP.

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New Ship Designs:

XCOMUTIL supports a variety of new ship designs. If you use RUNXCOM.BAT to

run the game, you can load soldiers/aquanauts on all of your ships. I have

included new maps for the Interceptor and Firestorm of XCOM/UFO and the

Barracuda and Manta of TFTD. XCUSETUP.BAT will patch the program to allow

them to carry troops and tanks, but RUNXCOM.BAT is required to invoke XCOMUTIL

to perform the fixups necessary to place the troops inside the ships when

entering a battle.

In addition to these four new ships, I have modified the Avenger and

Hammerhead to be more spacious. This allows the Avenger to carry up to 30

soldiers and the Hammerhead to hold up to 20 soldiers and up to 2 tanks. Due

to restrictions on the use of tanks, the defaults for the Avenger and

Leviathan are set to the normal 26 units. However, the section on

XCOMUTIL.CFG will explain these restrictions and tell you how to modify the

file to increase the new Avenger to 30 soldiers and the Leviathan to 28

aquanauts.

My goal in these new designs was to make the ships look as much like their

pictures in the UFOpedia as possible.

It was the intent of this version to make it as easy as possible for other

developers to modify XCOM/UFO and TFTD to allow you to use their new ship

designs for both the human and alien ships. I will make new ship packages

available via the XCOMUTIL Homepage as they are developed.

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New Crew Positions:

The new crew positions are intended to provide the greatest possible

visibility upon landing. In the case of the Leviathan in TFTD, the new

positions correct the Floating Man bug and allows tanks to exit the ship

first. If you do not like the positions I have chosen, you can edit

XCOMUTIL.CFG to define your own.

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Flag Descriptions:

The function of each flag is described below. Flags are listed by logical

groups rather than alphabetically, roughly in the order of simplest to most

complicated. Near the end of the document is a table that summarizes when

each flag is used.

WRT = Enable writing of changes to the files in the selected subdirectory.

You should be able to safely run XCOMUTIL as many times as you like

before running it with the WRT flag. This is a safety feature.

NOTE: The WRT flag MUST be coded if you want any changes to actually be

made. This is a safety feature that allows you to preview the results

of using XCOMUTIL. Many people have forgotten to use the WRT flag and

have erroneously reported that XCOMUTIL does not work.

DIS[:n] = Increase the level of information to Display. This displays all of

the known information about the files and shows the way the information

would look if WRT were used to actually modify the files. When this

flag is used, many screens of information may be displayed. You should

either use the MORE utility to make the listing pause at the end of each

screen or redirect the output to a file for later printing or viewing

with an editor. DIS:n is the same as specifying DIS n times. The

following are some examples:

XCOMUTIL GAME_1

will display minimal information about the first saved game on a single

screen.

XCOMUTIL GAME_1 DIS | MORE

will display all of the information about all friendly units (including

those under Mind/Molecular Control) in the first saved game with a pause

at the end of each screen (due to | more).

XCOMUTIL GAME_1 DIS:2 | MORE

will display all of the information about all units, friendly and

hostile, in the first saved game with a pause at the end of each screen.

XCOMUTIL GAME_1 DIS:3 | MORE

will display all available information about the first saved game,

including complete object information, with a pause at the end of each

screen, and:

XCOMUTIL GAME_1 DIS DIS DIS >ABC.XYZ

will copy the same information to file ABC.XYZ for browsing.

FIX = Permanently Fix bugs in XCOM/UFO and/or TFTD. You should specify UFOEXE

as the directory so that the XCOM, UFO, or TFTD version can be properly

determined. Note that this flag may not work if you are running

XCOM/UFO or TFTD from a CD-ROM. The game may have to be installed on

your hard disk to allow the necessary files to be changed.

To apply all fixes, simply enter:

XCOMUTIL UFOEXE FIX WRT

If you are using any version of XCOM or UFO, this flag will fix the bug

which disabled the difficulty levels, forcing all games to played at the

Beginner level. Fixing this bug greatly enhances the game, but it

uncovers another bug. That is, when the difficulty level is high, the

object table can overflow, causing bodies to disappear when they fall to

the ground. Both of these bugs were fixed in TFTD.

If you are using any version of XCOM or UFO, this flag will fix the bug

which left some parts of your base disconnected from the rest while

defending your base. XCOMUTIL changes the default state of the walls to

open instead of closed. Thus, when the program fails to add the

connecting corridors, the passages are still open. The side effect of

this fix is that the edges of your base will look unfinished, with dirt

showing at the ends of hallways. This bug is fixed in TFTD.

If you are using XCOM 1.0 or any version of UFO, the FIX flag will

effectively remove the copy protection checks by changing all of the

numbers to zeroes. That is, you will now always enter 00000000 for any

code that is requested. This follows the intent of MicroProse which

removed the copy protection itself in the XCOM 1.4 patch. This FIX is

intended to allow those who want the old sounds to avoid the copy

protection. XCOM 1.4 is still strongly recommended because of the other

bugs it fixes. This flag modifies GEOSCAPE.EXE for XCOM and UFO only.

The first TFTD bug that can be fixed at this time is the one which

reversed the maps of the small and very small ships. This resulted in

one room ships with many aliens and three room ships with only one

alien. The bug is fixed by swapping the contents of some of the files

in the MAPS and ROUTES directories. Although this is a permanent

change, it can be undone by copying the .XCU files (XCOMUTIL backup

files) back to the original files.

The unit positioning bug in TFTD 1.0 when using 26 men in a Leviathan is

fixed by using any of special batch files with XCOMUTIL.CFG. Therefore,

the LEV flag from older releases has been removed.

BAS = Use the configuration for the default base that I feel is more

reasonable. The base facilities are placed in a long line, improving

its defense and allowing immediate building anywhere. Short range

radar/sonar has been replaced with long range radar/sonar, alien

containment has been added, and the living space has been increased to

100 so that the number of scientists and engineers could be increased to

50 and 20, respectively, while still leaving room for the same number of

new recruits. This gets the game started more quickly, but does not

unbalance the game by giving you anything that you could not immediately

buy for yourself. The TEC:HUMAN flag performs a similar function for

technology. This flag modifies GEOSCAPE.EXE. Although this is a

permanent change, it can be undone by using the BAS:UNDO flag.

FLY = Turn on flying ability for all Celatids, Silacoids, and Engineers for

XCOM or turn on flying ability for Tentaculats in TFTD. This flag

modifies GEOSCAPE.EXE. You should specify UFOEXE as the directory so

that the XCOM version can be properly determined. Although this is a

permanent change, it can be undone by using the INC:0 flag.

GAU = Use improved Gauss weapons that do not need clips, making them similar

to XCOM lasers. The weapons have also been modified to match the verbal

description of each weapon in the UFOpedia. This flags modifies

OBDATA.DAT in the GEODATA directory. You should specify UFOEXE as the

directory so that the XCOM version can be properly determined. Although

this is a permanent change, it can be undone by copying the OBDATA.XCU

file back to the OBDATA.DAT file. This flag only works for TFTD.

TNK = Use improved Tanks/Coelacanths with the same time units and armor as

Hovertanks/Displacers. This flag modifies GEOSCAPE.EXE. You should

specify UFOEXE as the directory so that the XCOM version can be properly

determined. Although this is a permanent change, it can be undone by

using the INC:0 flag.

INC:n = Increase the Time Units, Energy, Reactions, Strength, MC Strength,

Firing Accuracy, Throwing Accuracy, and Armor by from 0 to 150 percent.

This flag is a way of setting the difficulty level of XCOM. It is not

recommended for use unless the difficulty level is set to Beginner, due

to unpredictable results when the 255 limit is exceeded on some of the

statistics. If INC:0 is specified, the alien statistics are restored to

their default values. This flag modifies GEOSCAPE.EXE.

NMC = Removes Mind/Molecular Control skill from all aliens. This flag

modifies GEOSCAPE.EXE. Although this is a permanent change, it can be

undone by using the INC:0 flag.

PSI = Give Psi skill to all alien leaders and commanders. This flag modifies

GEOSCAPE.EXE. This flag does not work with TFTD. Although this is a

permanent change, it can be undone by using the INC:0 flag.

MSK = Set the minimum Psi or MC skill of all soldiers/aquanauts to 1. This

forces the Psi or MC strength of all soldiers/aquanauts to be visible

and eliminates the need for Psi/MC Labs, except as a prerequisite. This

should only be used outside of battles.

SHP = Display all available ship information. This overrides the DIS flag.

The statistics display includes the speed, acceleration, fuel, armor,

crew, and number of tanks. The weapons display includes the range,

accuracy, damage, reload time, number of ammunition, and ammunition type

of each ship weapon. The terrain display includes the name of the ship

file, the number of rows, columns, and levels of 10x10 terrain blocks,

the human/alien affiliation of the ship, and the names of the terrain

files utilized by this ship type.

SHP:CFG = The definitions of all of the ships and ship weapons will be changed

according to data found in the XCOMUTIL.CFG file. This flag actually

makes use of some dead data in the game to transform the Interceptor,

Firestorm, Barracuda, and Manta into fighter/transports.

WARNING: Once these definitions have been changed, the special batch

files provided with XCOMUTIL must be used to run the game or soldiers

and equipment can be lost.

This flag modifies both GEOSCAPE.EXE and TACTICAL.EXE and is a permanent

change that can only be undone by restoring these files from their

corresponding .XCU files. The changes that are possible with this flag

by modifying XCOMUTIL.CFG are VERY DANGEROUS and should not be attempted

unless you fully understand everything in the section on XCOMUTIL.CFG.

MAP = Display all available map information. This overrides the DIS flag.

The display includes the map type number, the name of the map file, and

the names of the terrain files utilized by this map type.

RND = Randomize the maps used for ships and other terrain. This is used to

force the use of the XCOMUTIL.RND file when not using the MISSDAT

directory between the phases of the game. For more information, see the

section on the XCOMUTIL.RND file.

TEC = Adds the ability to view or build new technologies. The default version

of this flag makes the entire UFOpedia visible, but gives you no new

technology. You can learn about alien technology, but you can not use

it until you actually research it.

The TEC:HUMAN flag allows you to produce anything your engineers could

build if your scientists fully researched all human technology. This

does for manufacturing what the BAS flag does for your initial base. It

frees your scientists to research truly new technology. It is not

intended to unbalance the game. The UFOpedia is not modified.

The TEC:HYBRID flag gives you everything that TEC:HUMAN gave you plus

any new technology based on alien technology. This gets around many of

the bugs in the TFTD research tree without giving you all of the

strictly alien technology. This can seriously unbalance the game. The

UFOpedia is not modified.

The TEC:ALL flag gives you the ability to produce ANYTHING your

engineers might ever be able to build during the game, but the UFOpedia

is not modified. This should only be used if you care nothing about

play balance.

NOTE: Items enabled by TEC:xx are not yet researched, so they will not

appear in the UFOpedia without actually researching them. Actual

research is also required if you need a prerequisite for research of new

base facilities. Only human and hybrid items can be used without

research, although these include all new craft, weapons, and armor.

However, when using TEC:ALL, you can build a totally alien item,

research the item you built, then use it, without ever having actually

captured it.

B2S = Change all alien blaster bombs and blaster launchers to stun bombs and

small launchers. This also works for Disrupter Pulse Launchers and

Thermal Shock Launchers in TFTD. This makes combat less dangerous.

S2B = Change all alien stun bombs and small launchers to blaster bombs and

blaster launchers. This also works for Disrupter Pulse Launchers and

Thermal Shock Launchers in TFTD. This makes combat more dangerous.

W2H = Change all alien pistol and rifle weapons to heavy weapons. This makes

combat more dangerous.

W2R = Change all alien pistol and heavy weapons to rifle weapons.

W2P = Change all alien rifle and heavy weapons to pistol weapons. This makes

combat less dangerous.

CHG:old:new = Change objects of type old to type new. This will change any

known object into any other known object. For example,

chg:alien_grenade:elerium-115 will change every alien grenade that is

carried by an alien or is lying on the ground into a clump of 50

elerium-115. However, because both old and new can be abbreviated to

the shortest unique string of characters which identifies the object,

chg:z:v would change every Zrbite to a Vibro_Blade in TFTD. Be very

careful when using this flag. Unusable situations can be created.

DEL:name = Delete all objects of type name. This is equivalent to using

CHG:name:NOTHING. This is useful for disarming aliens or making more

room for additional opponents. Names can be abbreviated just like the

CHG flag.

LST = When used within combat, it will list of all of the object names

available for use by the CHG and DEL flags for your version of XCOM or

TFTD. When used this way, all other flags are ignored.

When used outside of combat, it will list all of your soldiers,

regardless of their bases, in their current order. It displays rank,

name, missions, kills, and base.

RPL:oldrace:newrace[:oldrank[:newrank]] = Replace aliens with other races or

ranks. Races fall into the following groups:

Armed Aliens = Aquatoid, Gill_Man, Lobster_Man, Tasoth

Small Terrorists = Calcinite, Deep_One, Bio-Drone, Tentaculat

Large Terrorists = Triscene, Hallucinoid, Xarquid

This flag allows you to change any alien race to another within its

group. Armed Aliens are special for two reasons. First, they can not

only be replaced by other armed aliens, but also by small terrorist.

Second, they can be replaced by rank.

You can replace all aquatoids with calcinites by specifying either

rpl:aquatoid:calcinite or rpl:a:c, due to the use of abbreviations. You

can also replace all Gill_Man Soldiers with Lobster_Man Commanders using

rpl:g:l:so:c. To replace a ship full of Tasoths with Deep_Ones and

Bio-Drones you could use rpl:t:d:s and rpl:t:b to replace the

squad_leaders with Deep_Ones and the remaining soldiers with Bio-Drones,

or use rpl:t:d:so and rpl:t:b to replace the soldiers with Deep_Ones and

the squad_leaders with Bio-Drones. The difference is because the

abbreviation s matches squad_leader before it matches soldier. If the

newrank is not specified, the oldrank is used and missing ranks will be

converted to soldiers.

This flag works only with saved game files and effects only the current

battle.

DXC = Delete all extra clips carried by the aliens. This does not delete the

clips that are already loaded into weapons. This is used to free up

more room to be used for generating additional aliens or making room for

stunned aliens and/or corpses at unnaturally high difficulty levels.

typ:n = Add n units of SEC, SNA, ETH, MUT, FLO, CEL, SIL, CHR, CIV, or ALL.

ALL:n is used to quickly specify n units of each of the other types.

This flag does not work with TFTD.

Due to limited space in the object and unit tables, you may not be able

to add all of the aliens that you want. The game has a limit of 80

units of all kinds, including humans, aliens, and civilians. Tanks and

large aliens use 4 entries each. The game also has a limit of 170

objects. This must accommodate not only all of the equipment used by

both sides, but also the bodies that accumulate during the battle. I

strictly enforce both limits. You may want to use the DEL:name and DXC

flags to make more room.

All weapon carrying aliens are equipped with Heavy Plasma weapons and a

single clip. Thus, each one requires one entry in the unit table and

three entries in the object table. Large aliens use four entries in

each table. The remaining three types aliens and civilians use only one

entry in each table.

I simplified the distribution of the new units by placing them in the

same locations with existing units of the same size. Once they begin to

move, this stacking of aliens usually corrects itself. This was done to

avoid decoding the map. However, the result was that large aliens

cannot move when stacked together, since they block the movement of each

other. Therefore, additional large aliens are not allowed.

Civilians are treated as a group unto themselves. They are placed only

with other civilians to avoid instant annihilation.

XFR:n = Transfer all uncarried items to the nth base. This circumvents the

TFTD multi-stage battle bug. It does not transfer Elerium/Zrbite or

human corpses. Large corpses and other non-transportable objects like

alloys or plastics are also not transferred. If only XFR is specified,

n is assumed to be 1.

MNY:n = Set the current amount of money in the treasury to n. This is a

CHEAT, but it has been included because it allows you to ignore money

and continue otherwise lost games. If MNY or MNY:0 is specified, the

treasury is set to $1,000,000,000.

ACT:n = Set the current XCOM Activity in each area to n. This is a CHEAT, but

it has been included because it allows you to ignore your score and

continue otherwise lost games. If ACT or ACT:0 is specified, the

activity in each country and area is set to 10,000 for a potential score

of 150,000.

FND:n = Set the current funding for every country n times $1000 per month,

where n is from 10 to 10000. This also restores countries lost to the

aliens. I like to use FND:10 to set the funding to $10000 for every

country at the beginning of the game when I use the BAS flag. This

forces you to be very careful with your money, since you have almost no

monetary support.

VIS = Make the entire map and all opponents visible and sighted. This is

extremely useful for finding the last alien on the battlefield.

WIN = Force a victory in battle by inflicting immediately fatal wounds on all

aliens that are not already stunned. After reloading the game, just end

your move and all remaining aliens will die. This is intended for

situations where you are unable to kill the last alien or when you just

want to finish the first phase of a battle so that you can play the

second phase. WIN:STUN will attempt to stun the aliens instead of

killing them. All large aliens will still be killed to avoid bugs in

the program. The number of live aliens actually captured may be limited

by the space in your Alien Containment facility and other unknown

factors in the program. Use WIN:STUN at your own risk.

LVL:n = Set the difficulty level to supported difficulty level n, where n is 1

through 5. The effects of this command will not be seen until the

beginning of the next combat.

LVL:EXP:n = Set the difficulty level to an EXPerimental difficulty level n not

officially supported by the program. XCOM/UFO used levels 0, 1, 2, 3,

and 4 as supported difficulty levels 1 through 5, while TFTD used levels

0, 1, 2, 4, and 6. This flag lets you set ANY difficulty level you

like, but makes no guarantee that it will work properly. For example,

when you set a high level of difficulty, the object table tends to

overflow, leaving you with unarmed aliens and/or missing Elerium or

Zrbite. The ARM flag will correct these problems for an individual

combat. You will be warned if the object tables are in danger of

overflowing any time you run XCOMUTIL against a saved game. The effects

of this command will not be seen until the beginning of the next combat.

Use this at your own risk.

ARM = Correct the problems caused by using very high difficulty levels set by

the LVL:EXP:n flag by ARMing any as many unarmed aliens as possible. It

also checks for the possibility of lost fuel and adds one Elerium/Zrbite

item to the battleground if the object table is full and no

Elerium/Zrbite was found in the table.

All unarmed aliens are given a Heavy Plasma or Sonic Cannon with a

single clip. To accomplish this, unnecessary items are taken from armed

aliens in the following order:

XCOM/UFO TFTD

Plasma Pistol Clips Pistol Power Clips

Plasma Rifle Clips Blasta Power Clips

Heavy Plasma Clips Cannon Power Clips

Alien Grenades Sonic Pulsers

Mind Probes M.C. Readers

Stun Bombs Thermal Shock Bombs

Blaster Bombs Disruptor Ammo

If these resources are exhausted before all of the aliens are armed,

weapons which use ammunition will be replaced by pairs of Heavy Lasers

or Heavy Thermic Lances, in the same order shown above. If this is

still not enough, a message will report that some weapons could not be

allocated. Please note that the more items you bring to a battle, the

harder it is to fully equip the enemy, since both humans and aliens

share the same object table.

No check is made to determine how much Elerium/Zrbite should have been

available due to the kind of alien ship on the battlefield. Sometimes

you will not get as much as you should, sometimes you will get

Elerium/Zrbite when none was actually missing. This should average out

to be fair without forcing the elimination of too many other items.

SWP = Swap units with the aliens. WARNING: This is the most destructive flag

in the entire program. You should NEVER continue your game from a saved

game on which you have used the SWP flag. You should ALWAYS save your

game twice, using two different saved game numbers, to make a backup

copy of your saved game before running XCOMUTIL with SWP and WRT. You

can then reload the first saved game with the modified files to fight

your enhanced battle. When you are done, you can reload your game from

the second saved game.

The SWP flag allows you to play the aliens and hunt down the soldiers

and civilians. It also allows you to play two-player battles by

performing the following steps:

When each player finishes moving, he or she must save the game and

quit to DOS. Do not use the end of turn icon.

XCOMUTIL must be executed with the SWP and WRT flags to swap the

loyalty of the units and update the new player's Time Units, Energy,

Health, and Stun Level, and to reset various flags and light levels.

The game must be reloaded to allow the other player to move.

WARNING: This mode uncovers a number of subtle bugs in XCOM and TFTD

because they were never designed to be played in this way. Due to a bug

in the initial placement of equipment on the aliens in both XCOM and

TFTD, it is possible to pick up an item and not be able to put it down

again. If this happens, your only option is to reboot. Be careful!

Two player mode is implemented by NEVER leaving the first move of the

battle. This means that no timed events will occur, such as grenade

explosions, and that you cannot watch during the hidden movement phase,

because it no longer exists. The battle is over when XCOMUTIL reports

that one side has been eliminated. That is, when either the fatal

wounds or stun level of every unit matches or exceeds its health.

The alien player is limited to the same technology as the human player,

which can leave some of the aliens logically disarmed. You may want to

use the CHG flag to give the aliens more useful weapons before starting

to play.

Many of the terrorists are powerless, since they have no weapons to

fire. This is the same problem that has always existed when using

Mind/Molecular Control. You may want to use the RPL flag to change them

into more effective aliens before starting to play.

To avoid giving away the enemy locations due to the areas of light

around the units in darkness, the light level of the entire battlefield

is set to the same dim level. This will be corrected as soon as the

first unit moves. At the start of the move, you may also find the

cursor on an invalid level. To correct this, just use the Up-Ladder

icon until you reach a visible level.

I have tried to simulate the effects of fatal wounds and stunning, but

some problems still exist because I am not using the normal end of turn

processing. A stunned unit will not recover by itself, but once its

stun level has fallen to or below its health, you can recover the unit

by merely selecting to use a medi-kit on it. You will not even have to

use a stimulant.

Because I cannot totally duplicate the effects of death, fatal wounds

will only reduce your health to zero if you are already stunned. If

not, it will go no lower than 1. The stun level will also be kept below

your health to avoid the creation of a Wraith whenever the health of a

unit falls below its stun level without going through normal stun

processing. This Wraith is impossible to hit with normal weapons and is

invisible whenever it is not moving. This is a known bug in TFTD.

However, with all its disadvantages, two-player mode has one major

advantage: the players do not have to be using the same machine. The

saved game files can be zipped and sent to another player via modem.

EQP:n = Equip the current squad of soldiers/aquanauts from base n according to

the equipment type specified at the end of each name. Since equipment

is taken from the base and not the ship, use of this flag eliminates the

80-item limit during combat. Examples appear at the end of this

section.

WARNING: Be very careful when using this flag. It is possible to load

your soldiers with so many objects that there is no longer any room in

the object table for the bodies of humans and aliens when they are

killed. If this happens, XCOMUTIL will warn you that you have exceeded

design limits. However, aside from disappearing bodies, you should

experience no other problems. This was a bug that frequently occurred

in TFTD in large battles until MicroProse increased the size of the

object table. With the use of the EQP flag, this bug will probably

reappear from time to time.

If only EQP is specified, the base of origin of the soldiers/aquanauts

is used. The determination of this default requires that each base have

at least one soldier assigned to it. I hope to remove this restriction

at a later date.

WARNING: Specifying a base other than the base of origin is NOT a good

idea, since all equipment is returned to the base of origin at the end

of the battle. This can result in objects migrating from one base to

another in an unpredictable manner. This should only be done to

override the default if it is incorrect, perhaps after one of your bases

has been destroyed.

The EQP flag can only be used on the first turn of combat and should not

be used on a combat when the humans and aliens have been swapped. This

flag is for sophisticated users only. It assumes that you know how to

change the names of the soldiers/aquanauts to add an equipment type.

The EQP flag forces all of the items in the usual ship's inventory to be

transferred back to the selected base, making room for the new equipment

to be loaded. Each soldier/aquanaut then takes new equipment from the

selected base according to the equipment type at the end of his or her

name. Equipment types are of the form /x. They are case sensitive and

can be a maximum of 7 characters after the slash. The default equipment

type, /, will be used if no equipment type is found at the end of the

name.

Equipment types are read from the XCOMUTIL.EQP file that you must create

by either copying lines from the XCOMUTIL.EQL file that is created by

the EQL flag or by manually creating the XCOMUTIL.EQP file. Use of the

EQL flag is VERY strongly recommended. Your first XCOMUTIL.EQP file

will probably just be a copy of an XCOMUTIL.EQL file. As you develop

more equipment types, you will probably only want to add new entries to

the file to avoid losing any data.

The XCOMUTIL.EQP file resides in the directory containing the saved game

directories. The same XCOMUTIL.EQP file is used for all saved games,

since I felt it was unreasonable to have to copy the file into every

saved game directory. There is a limit of 32 entries.

For those of you who are gluttons for punishment, each entry in the

XCOMUTIL.EQP file consists of a line with the equipment type, followed

by a variable number of lines describing each piece of equipment to be

used. These lines are of the form:

loc:objname[:loadname]

The loc field describes where the item is to be carried. Valid loc

fields are:

RH1 = Right Hand RS1 to RS2 = Right Shoulder

LH1 = Left Hand LS1 to LS2 = Left Shoulder

RL1 to RL2 = Right Leg BP1 to BP9 = Backpack

LL1 to LL2 = Left Leg BL1 to BL6 = Belt

The object field is name of the object to be placed at that location.

The optional loadname field is the object to be loaded into the object

in the objname field.

For the sake of readability in files that you generate manually,

entirely blank lines are completely ignored and lines that begin with a

semi-colon (;) or a double-slash (//) are treated as comments.

When equipping the soldiers, no checking is done to ensure that items

are placed in a valid location for their size. This another reason why

the EQL flag is so helpful, since the XCOMUTIL.EQL file will contain

only valid configurations taken directly from existing saved games.

NOTE: When used with the MISSDAT directory, there is an extra

restriction on the EQP flag: You are not allowed to have any equipment

allocated to your ship. If you fail to meet this condition, you will be

stuck with the equipment on your ship. If this restriction is not

enforced, soldiers sometimes have weapons that are not ready. It also

provides an easy way to choose whether you want automatic equipping of

your soldiers without exiting the game. However, because of this

restriction, you will be stuck with whatever equipment is in your base

for a base attack unless you save your game, run XCOMUTIL on the saved

game directory instead of the MISSDAT directory, then reload your game.

EQP:n:filename = Equip the current squad of soldiers/aquanauts from base n, as

for EQP:n above, using filename.EQP instead of XCOMUTIL.EQP.

EQP:filename uses filename.EQP with n assumed to be 1.

EQL = Generate XCOMUTIL.EQL from the current squad. This flag scans the

current squad for soldiers/aquanauts with explicit equipment types

specified and generates entries based upon what they carry. Examples

appear at the end of this section. It assumes that you know how to

change the names of the soldiers/aquanauts to add an equipment type.

For example, if at least one soldier has /xyz at the end of his name,

the XCOMUTIL.EQL file that is generated will contain a single entry for

equipment type /xyz that lists everything that soldier was carrying. If

you copy these lines to a file named XCOMUTIL.EQP, then every time you

use the EQP flag, every soldier with /xyz, /XYZ, or even /xYz at the end

of his or her name will be equipped with these objects.

To initialize the default equipment type, add the equipment type of /,

with no additional characters, to your XCOMUTIL.EQP file. The easiest

way to do this is to use the EQL flag on a squad with at least one

soldier/aquanaut with only a / at the end of his or her name.

WARNING: If multiple soldiers have the same equipment type but

different equipment, the resulting entry is unpredictable. Therefore,

it is best if only one soldier with each equipment type is in the

current saved game.

The XCOMUTIL.EQL file resides in the directory containing the saved game

directories. The XCOMUTIL.EQL file is an informational file that is

written every time that the EQL flag is specified, even when WRT is not

specified.

REN[:ALL] = Renames the soldiers in XCOM according to their attributes. It

does this by adding an equipment type to the end of the name. The

following characters in the equipment type represent the following

atttributes:

m = Marksmanship >= 60 (firing accuracy)

M = Marksmanship >= 70 (firing accuracy)

r = Reactions >= 50

R = Reactions >= 60

p = Psi Strength >= 60 and Psi Skill > 0

P = Psi Strength >= 80 and Psi Skill > 0

k = Psi Skill >= 30

K = Psi Skill >= 60

w = Strength < 25 (weak)

c = Bravery == 10 (coward)

REN will only add equipment types to names which do not already have

them. This allows you to use these equipment types as defaults for new

soldiers without effecting any unique equipment types you may have

defined. However, if you want to strip away any old equipment types and

rename all of your soldiers, use the REN:ALL flag.

If the resulting string exceeds the maximum length for a name, the first

name will be replaced by an initial. If this string is still too long,

no change will be made.

This flag can be used with the EQP, SRT:EQP, and EQL flags or just as a

way to see information that is unavailable unless in the attributes

screen. This flag is only allowed outside of combat and is not valid

with TFTD in this release. I have not yet decoded all of the fields in

SOLDIER.DAT for TFTD.

SRT = Sorts all of the soldiers/aquanauts by rank. It also moves all empty

slots to the beginning of the list so that new soldiers/aquanauts appear

first in the list and the ships. Because a bubble sort is used, the

first sort may be much slower than later sorts, but order within ranks

will be maintained. If both SRT and SRT:EQP are specified, SRT is

performed first. This flag is only allowed outside of combat.

SRT:EQP = Sorts all of the soldiers/aquanauts by the order of their equipment

flags as they appear in XCOMUTIL.EQP. Because a bubble sort is used,

the first sort may be much slower than later sorts, but order within

equipment types will be maintained. This flag is only allowed outside

of combat.

SRT:EQP:filename = Sorts all of the soldiers/aquanauts by the order of their

equipment flags as they appear in filename.EQP.

-------- ----- ------ -------- ----- ------ ------------

Equipment Type Examples:

To generate .EQP files for sorting and equipment distribution, you first need

to add equipment types to the ends of the names of your soldiers/aquanauts.

To do this, go to the Soldiers/Aquanauts area on the Bases screen. If you

click on the name of a Soldier/Aquanaut when viewing his/her statistics, you

can change the name to anything you like. Because there is a limit on the

length of names, you may have to abbreviate the name to add your equipment

type.

An equipment type is a slash (/), followed by up to seven characters at the

end of the name. The equipment type is case sensitive. I typically use / for

average soldiers, /m for good marksmen, and /M for very good marksmen. If no

/ appears in the name, the type defaults to /.

Once you have added equipment types to the names of your soldiers, save your

game after you have distributed your equipment to your soldiers at the

beginning of a battle. Exit the game, then run:

XCOMUTIL GAME_x EQL

to produce XCOMUTIL.EQL. Please look at this file with a text editor or just

enter TYPE XCOMUTIL.EQL to display it from your command line. The format is

fairly simple.

If you rename this to XCOMUTIL.EQP, you can now run:

XCOMUTIL GAME_x EQP WRT

to re-equip your soldiers in exactly the same was as when you created the

XCOMUTIL.EQL flag. Using a text editor, you can merge many different copies

of XCOMUTIL.EQL into a large XCOMUTIL.EQP file with up to 64 different

equipment types. You can also create multiple .EQP files, such as DAY.EQP and

NIGHT.EQP to allow different equipment distributions for different battle

conditions. You select other .EQP files by using the EQP:filename flag. For

example, EQP:CAPTURE would select the CAPTURE.EQP file.

You can control the order in which your soldiers are loaded into your ships by

the order in which the equipment types appear in the .EQP file. This sorting

is done on all of your soldiers at all of your bases. You perform this

sorting by using the SRT:EQP or SRT:EQP:filename flag to group all of your

soldiers by equipment type. I usually put /c, for cowards, first. Since the

first soldiers off the ship are the most likely to die, the cowards will die

before they get a chance to panic and hurt someone else. My next choices are

usually /r for soldiers with high reactions or /R for soldiers with very high

reactions, since this improves their chances for survival. With 64 possible

equipment types allowed, you can mix these to mean whatever you like. In my

games, I use /MRb+ to represent a brave soldier with very high reactions who

is an excellent marksman.

Things to Remember:

Equipment types are added to names at your bases before combat begins.

You do not have to use the EQL flag to produce your .EQP file, but it

definitely makes it easier. A text editor is all you really need.

Sorting can only be done outside of combat when no soldiers are being

transferred from one base to another.

Sorting can be performed with a .EQP file that contains only equipment types

and no equipment. However, if this minimal .EQP file is used with the EQP

flag, you will end up with totally unarmed soldiers.

Sorting is permanent and does not change from battle to battle.

Equipment is loaded at the beginning of each combat either by using the

EQUIP.BAT file or by saving your game at the beginning of a battle, exiting

the game, running XCOMUTIL, then reloading your game.

-------- ----- ------ -------- ----- ------ ------------

XCOMUTIL.RND:

The XCOMUTIL.RND file is used to randomize the use of pairs of .MAP and .RMP

files. The .MAP file defines the layout of the terrain, while the .RMP file

defines starting locations and routes for the aliens relative to that terrain.

XCOMUTIL.RND is used only with saved games or MISSDAT so that the game time

and date from the SAVEINFO.DAT file can be used to seed the random number

generator.

The XCOMUTIL.RND file contains one line for each .MAP/.RMP file pair that is

to be randomized. This file is case insensitive. For the sake of

readability, entirely blank lines are completely ignored and lines that begin

with a semi-colon (;) or a double-slash (//) are treated as comments.

Each valid line consists of up to 64 file names, separated by blanks. The

first file name on each line defines the name of the target file. All of the

names on the line are candidates for the source file name. That is, the

backup copy of the target file is always a candidate for the source file.

Every name on the line has an equal probability of being selected as the

source file name.

For example, to randomize the map for the Medium Scout in XCOM, we could use

the following line:

UFO_110 ABC XYZ

In this case, the target files are UFO_110.MAP and UFO_110.RMP. There is a

one-third chance that each of UFO_110, ABC, and XYZ will be selected. If

UFO_110 is selected, selected, XCOMUTIL will copy MAPS\UFO_110.XCU to

MAPS\UFO_110.MAP and ROUTES\UFO_110.XCU to ROUTES\UFO_110.RMP. If ABC is

selected, XCOMUTIL will attempt to copy MAPS\ABC.MAP to MAPS\UFO_110.MAP and

ROUTES\ABC.RMP to ROUTES\UFO_110.RMP. If ROUTES\ABC.RMP does not exist,

ROUTES\UFO_110.XCU is copied instead. If MAPS\ABC.RMP does not exist,

XCOMUTIL will terminate with an error message.

You can control the probability that each file is selected by repeating names

on the line. Consider the following line:

UFO_110 UFO_110 ABC ABC ABC XYZ

In this case, ABC will be selected one-half of the time, UFO_110 will be

selected one-third of the time, and XYZ will be selected one-sixth of the

time.

-------- ----- ------ -------- ----- ------ ------------

XCOMUTIL.CFG:

This file is used by XCOMUTIL to redefine all of the ships used in XCOM/UFO

and TFTD. It is used both to patch GEOSCAPE.EXE and TACTICAL.EXE by using the

SHP:CFG flag and to rearrange your soldiers and tanks on entry to combat. You

should not even consider modifying XCOMUTIL.CFG unless you fully understand

what you are doing.

The layout of XCOMUTIL.CFG is fairly simple. It consists of nested sections

beginning with NAME and ending with /NAME, similar to HTML tags. This file is

case insensitive. For the sake of readability, entirely blank lines are

completely ignored and lines that begin with a semi-colon (;) or a

double-slash (//) are treated as comments.

Each ship has a section identified by its name. For example, the Interceptor

section defines data specific to the XCOM Interceptor. The section for each

ship contains Crew sections that define the row, column, level, and facing of

each unit upon entry to combat. The row and column are relative to upper left

corner of the ship on the battlescape. The level and facing are absolute.

Levels begin with 0 at the top and 3 at the bottom, except in bases which have

only level 0 and 1. The facings begin with 0 for North and 1 for NorthEast

and continue around to 7 for NorthWest.

Each Crew section begins with a "Limit:c t" line which defines the maximum

crew size and maximum number of tanks for this arrangement of units. Tanks

are always represented by 4 entries in NW, NE, SW, and SE orders. All entries

for the same tank MUST have the same facing. In XCOM/UFO, most units face

north, so soldiers and tanks can share the same entries. In TFTD, most units

face south, forcing unique layouts for each number of tanks. The first Crew

section within the selected ship with sufficient limits is the Crew section

that will be used. If no matching Crew section is found, no rearrangement

will be performed.

There are three special sections, XCOMShips and TFTDShips, which are used only

by SHP:CFG. These sections define all of the information that must be patched

into GEOSCAPE.EXE and TACTICAL.EXE. The Stats and Weapons sections within

each of these define the ship and ship weapon statistics that are shown in the

UFOpedia. The Terrain section defines those attributes of both the human and

alien ships that are used by map designers.

The R/C/L/A colums of the Terrain section define the number of 10x10 blocks in

Rows and Columns, the number of Levels to the map, and whether the ship is

Alien or human. If the size is set smaller than the .MAP file, the ship may

not appear at all on the battlescape. If all of the alien ships are marked as

human, the alien ship will look exactly like the human ship. If the Stats

define a larger crew complement than any Crew section defined for the ship,

the results are unpredictable.

WARNING: There appear to be limits on soldiers and tanks other than the

limits defined here. If you have more than 4 tanks or if you have any tanks

and you try to have more than 26 total crew (the number of soldiers plus 4

times the number of tanks), soldiers may be randomly placed after XCOMUTIL

places the units on the battlescape. If you understand this warning, you can

modify the Avenger to a maximum crew of 30 and the Leviathan to maximum crew

of 28. There are already crew positions for the additional soldiers defined

in the XCOMUTIL.CFG that is shipped with XCOMUTIL.

-------- ----- ------ -------- ----- ------ ------------

Special Features for Developers:

If QueryInfo is the only parameter specified, XCOMUTIL will exit immediately

with the error level set to the value you have requested with the second

parameter, as defined below. Both parameters are case sensitive and the first

is more than 8 characters long to avoid conflicts with possible directory

names under the normal DOS file system. There is no other output from

XCOMUTIL.

Version = The error level is set to 100 times the current version number. For

example, version 6.0 will set the error level to 600. This parameter is

useful for verifying the level of XCOMUTIL from a batch file.

HumanShip = The error level is set to the index of the human ship that is

being used in this battle. The value corresponds to the order of the

ships displayed by the SHP flag, beginning with 0. This parameter is

useful for making decisions about map fixups that may be required in batch

files.

AlienShip = The error level is set to the index of the alien ship that is

being used in this battle. The value corresponds to the order of the

ships displayed by the SHP flag, beginning with 0. This parameter is

useful for making decisions about map fixups that may be required in batch

files.

Terrain = The error level is set to the index of the terrain that is being

used in this battle. The value corresponds to the order of the terrains

displayed by the MAP flag, beginning with 0. This parameter is useful for

making decisions about map fixups that may be required in batch files.

Chars = XCOMUTIL will wait for a string to be entered from standard input. It

will scan the third parameter for the first occurrence of the first

character that was entered. If the character is found in the nth position

in the string, it will set the error level to n and exit. Otherwise, it

will set the error level to 0 and exit. This parameter is useful for

handling Yes/No prompts in batch files.

-------- ----- ------ -------- ----- ------ ------------

Flags vs Paths and Combat:

Flag UFOEXE GAME_n (Combat) GAME_n (non-Combat)

ACT X X

ARM X

B2S X

BAS X

CHG X

DEL X

DIS X X X

DXC X

EQL X

EQP X

FIX X

FLY X

FND X X

GAU X

INC X

LST X X

LVL X X

MAP X

MNY X X

MSK X

NMC X

PSI X

RND X X

RPL X

S2B X

SHP X

SRT X

SWP X

TEC X

TNK X

VIS X

W2H X

W2P X

W2R X

WIN X

WRT X X X

XFR X

typ:n X

The MISSDAT directory is used for temporary storage between phases of the

XCOM/TFTD programs. It should only be used with batch files which insert

calls to XCOMUTIL between the phases of the game. The AFT flag is used only

with the MISSDAT directory to indicate that after-combat data is to be used

instead of before-combat data.

-------- ----- ------ -------- ----- ------ ------------

Known Bugs:

The Base of Origin for an attack is not always correctly determined. If

this is incorrect, you need to explicitly specify it for flags like EQP.

This bug has existed since version 4.2 and no fix is expected unless I make

a major breakthrough in my decoding of the data files.

Aliens replaced with the RPL flag retain their original flying ability. I

could not figure out how to correct this, but it has little effect.

The current ship may be reported as a Skyranger or Triton when no ships at

all are present. This is a very minor bug that allows me to report ships

even when terrains are replaced.

XCOMUTIL may not properly identify some foreign versions of GEOSCAPE.EXE.

The results may be unpredictable. Please report any such problems to me

immediately. I will provide new patches as soon as I can identify these

unique versions of the game.

-------- ----- ------ -------- ----- ------ ------------

Wish List for Future Versions:

The ability to redesign the research tree for both XCOM and TFTD.

Identification of the base of origin for use by the XFR and EQP flags.

Support the addition of large aliens to battles.

Duplication of existing aliens instead of addition of specific aliens.

Ability to indicate that all or selected research has already been done.

I hope this will be the last version of XCOMUTIL, but I have been saying

that about almost every version since 1.0.

-------- ----- ------ -------- ----- ------ ------------

Change History:

15 MAR 95 -- Version 0.0. First Beta test version of XCOMUTIL.EXE. Known

bugs: Stacking of large aliens prohibits their movement,

Modification of SEEMAP.DAT when /SWP and not /WRT.

21 MAR 95 -- Version 0.1. Fixed SEEMAP.DAT bug and eliminated the need for

slashes in flags. Large alien bug still exists.

03 APR 95 -- Version 0.2. This version now works with both the shipped and

patched versions of XCOM:UFO Defense. Many of the flags also

work with XCOM:Terror from the Deep. The LST flag has been

added to make the use of CHG and DEL easier.

11 APR 95 -- Version 0.3. This version now displays and modifies the TFTD

alien statistics. The NMC flag has been added to eliminate all

alien Mind/Molecular Control skill.

14 APR 95 -- Version 0.4. This version displays the level of XCOM or TFTD

files and displays and sets the difficulty level in saved games.

Minor bugs in error handling have also been corrected.

30 APR 95 -- Version 0.5. This version circumvents the TFTD multi-stage

battle bug which discards all uncarried items when going to the

next stage. The default base option has been improved by

increasing the number of Scientists from 10 to 50, the current

treasury can to be set to one billion dollars, and the FLY flag

can toggle the flying ability of Tentaculats on and off.

Civilian corpses will now display properly in the list of

objects. Standard display now includes the names of all bases

and the amount of money in the treasury.

23 MAY 95 -- Version 1.0. This version is no longer a Beta. That is, I do

not expect to make any further enhancements, except for bug

fixes. Time will tell.

This version fixes my Xarquid/Hallucinoid corpse identification

bug. The MNY:n flag has been added to set the current amount of

money to n. The ACT:n flag has been added to set the XCOM

Activity in all the areas of the world. The XFR flag can now be

used to replace XFR:1.

24 MAY 95 -- Version 1.1. This version fixes a bug in the DIS flag for XCOM

only, not TFTD, which has existed since at least version 0.5.

04 JUN 95 -- Version 1.2. This version is now compatible with the TFTDV2

patch. The LEV flag has been added to fix unit positioning

inside Leviathans. The standard display of units has been

improved. The last three digits of the saved game time is the

turn within combat.

25 JUL 95 -- Version 2.0. This version adds difficulty levels to XCOM using

the INC:n flag, which replaces the ACC flag. The ability to vary

races has been added via the RPL flag. The GAU flag has been

added to make the Gauss weapons act like the lasers from XCOM.

Abbreviations are now allowed in the CHG, DEL, and RPL commands.

The display of the combat turn has also been made more obvious.

10 AUG 95 -- Version 2.1. This version adds a limited two-player mode to all

battles through an improved SWP flag. The VIS flag has been

enhanced to make the map brightly lit and all opponents visible.

The DIS flag now reports the health, stun level, and fatal wounds

of all units at the current display level. The RPL flag now

supports both XCOM and TFTD. The Tank bug in RPL, which resulted

in human weapons being dropped at the feet of aliens has been

fixed. The RPL flag now maintains ranks where possible during

replacement. The XCOM version checking is now performed earlier

to allow better flag validation.

21 SEP 95 -- Version 2.2. This version adds the MSK flag to set the minimum

Psi or MC skill to 1 and the SRT flag to sort all soldiers and

aquanauts by rank. The bug which made civilians shoot at

soldiers has been fixed. Standard display now distinguishes

between combat and non-combat saved games.

27 SEP 95 -- Version 2.3. This version fixes two bugs. First, it prohibits

the use of the SRT flag if any troop transfers are in progress to

avoid loss of the transferred troops. Second, it checks for

combat before opening files to avoid failures when attempting to

open non-existant files. This changes the standard display by

eliminating invalid combat information. The new WIN flag has

been added to force a victory in any battle.

22 OCT 95 -- Version 2.4. This version adds the FIX flag to permanently fix

bugs in either XCOM or TFTD and fixes two bugs. The first is a

minor bug in XCOMUTIL in the use of the GAU flag which changed

the length of the OBDATA.DAT file in the GEODATA directory, but

caused no detectable harm. The second is a bug in TFTD that

reversed the maps of the small and very small ships. Using the

new FIX flag will permanently fix this bug by renaming some of

the files in the MAPS and ROUTES directories. The effects of

both the GAU and FIX flags can be undone by copying the .XCU

files (XCOMUTIL backup files) back to the original files. New

file handling routines have allowed me to reduce the size of

XCOMUTIL.EXE while adding more function. The documentation has

been extensively revised.

28 NOV 95 -- Version 2.5. This version enhances the FIX flag to remove the

copy protection checks in the XCOM 1.0 GEOSCAPE.EXE, as was done

by MicroProse itself in the XCOM 1.4 patch.

29 DEC 95 -- Version 3.0. This version breaks the 80-item limit and allows

the equipment of soldiers to be setup prior to the mission

through the use of the EQP flag. The EQL flag has been added as

an aid to setting up the XCOMUTIL.EQP file that the EQP flag

uses.

07 JAN 96 -- Version 3.1. This version adds the TEC, TEC:HUMAN, TEC:HYBRID,

and TEC:ALL flags to make new technology available. The BAS flag

has been enhanced to add more engineers. The documentation has

been enhanced for the EQP and EQL flags.

28 JAN 96 -- Version 3.2. This version adds the SHP and SHP:a:b flags to swap

ships in TACTICAL.EXE. This allows you to display and/or swap

the alien ship layouts used for battlefields.

29 AUG 96 -- Version 3.3. This version was primarily created to change my

E-mail id to stjones@comland.com. To make it worthwhile for

those who upgrade to this version, it contains minor

documentation corrections and clarifications and a partially

implemented MAP flag that currently displays all of the types of

terrain available for battlefields. A future version may also

enable the change feature of this flag, if I can figure out how

to safely do this. MC Skill was also removed from the list of

attributes modified by the INC:n flag, since increasing this

attribute made the game unplayable unless NMC was used.

14 OCT 96 -- Version 4.0. This version finally fixes the difficulty bug which

disabled the setting of difficulty levels and enhances the LVL:n

flag to dynamically change the difficulty level of XCOM or UFO

games already in progress. It also adds the ability to modify

GEOSCAPE.EXE for all versions of UFO:Enemy Unknown.

29 OCT 96 -- Version 4.1. This version fixes a minor bug in XCOM/UFO when

changing the difficulty level of a game that was saved prior to

applying the Difficulty Fix. The true difficulty can now be

detected and it can be changed to any level via the LVL:EXP:n

flag. The EQP flag has been enhanced to accept filenames and

WIN:STUN has been added to allow you to win a battle by stunning

your opponents instead of killing them.

03 NOV 96 -- Version 4.2. This version adds sorting by equipment type with

the new SRT:EQP[:filename] flag. It adds the ability to list all

of your soldiers to the LST flag. A new table has been added to

the documentation showing when each flag is appropriate and what

path should be used.

12 NOV 96 -- Version 4.3. This version corrects a number of bugs in both

XCOM/TFTD and XCOMUTIL. The new ARM flag fixes the Unarmed

Aliens bug that is the result of the object tables being too

small. The DXC and DEL flags are now operating properly after

being broken since version 1.2. This file has been greatly

enhanced to hopefully explain the use of .EQP files.

27 NOV 96 -- Version 5.0. This version can run between the phases of the

game, allowing on-the-fly logging and equipping of soldiers. The

LOG.BAT and EQUIP.BAT files have been added to the DOS version to

support these new functions. Support has been added for UFO 1.1,

a new TNK flag has been added to enhance the movement and armor

of tanks, the BAS:UNDO flag has been added to undo the BAS flag,

and the DIS:n flag can now set the display level instead of

specifying DIS n times. More information is now displayed to

support logging.

30 NOV 96 -- Version 5.1. Emergency version to correct two bugs in 5.0. The

critical bug was that any change to SOLDIER.DAT destroyed

SOLDIER.DAT. The second bug was that the LOG.BAT and EQUIP.BAT

files did not support the new sound code in XCOM 1.4 or any

version of TFTD, causing XCOM and TFTD to hang.

09 FEB 97 -- Version 5.2. The RND flag has been added to randomize the maps

used for ships. New .MAP files have been included to go with

RANDOM.BAT. PLANE.MAP has been included as an alternate version

of the SKYRANGER in XCOM. The RANDOM.BAT and MAPSETUP.BAT files

have been added for use with the RND flag.

04 MAR 97 -- Version 5.3. The new FND:n flag sets the funding in thousands

for all countries, including those previously lost. The new

SHP:INT flag for XCOM adds the ability to load up to 28 troops on

your INTERCEPTORs when using the new LOG.BAT file. The new

SHP:ALT and SHP:UNDO flags will modify and restore the maps for

the SKYRANGER and HAMMERHEAD. The BAS:ATK flag has been added

for use with the MISSDAT directory in LOG.BAT to rearrange troops

and equipment when attacking alien bases.

11 MAR 97 -- Version 5.4. This version corrects the Missing Man bug that has

plagued XCOMUTIL since version 5.0. You can now safely use any

function that modifies the files in the MISSDAT directory, such

as EQUIP.DAT and SHP:INT. The BAS:ATK flag has been changed to

allow it to safely be used with Base Defense missions. The order

of the troops on the INTERCEPTOR has been changed for easier

movement and greater safety for higher-ranking officers.

15 APR 97 -- Version 6.0. This is a major revision that adds many new

functions that make some old flags obsolete. The flags that have

been removed are BAS:ATK, LEV, MAP:a:b, SHP:ALT, SHP:INT,

SHP:a:b, MAP:a:b, and RND:a:b. This is a developer's release

that allows map designers to easily incorporate their new maps

into XCOM/UFO and TFTD. I have redesigned many of the human

ships, both to improve the game and to serve as examples for

others. Most of the new features are enabled by the SHP:CFG

flag, which updates all ship and ship weapon descriptions from

the XCOMUTIL.CFG file. The new REN flag will rename the soldiers

in XCOM to include equipment types. The most obvious change is

that ALL ships can now carry weapons and soldiers or aquanauts.

The Laser Cannon now has longer range, but does less damage, in

an attempt to make it a more useful item. The LOG.BAT,

EQUIP.BAT, and RANDOM.BAT files have been merged into a single

RUNXCOM.BAT file. All of my alien ships have been removed and

will be packaged separately.

24 APR 97 -- Version 6.1. This version fixes an irritating bug that forces

XCOMUTIL to abort if GEODATA.DAT is not found. It also corrects

some minor problems in the documentation and XCOMUTIL.CFG. This

version is smaller due to some code cleanup, but it displays

extra information about the ships and terrain during combat.

27 APR 97 -- Version 6.2. This version fixes the Disjoint Base bug in XCOM.

It also fixes a minor bug in RUNXCOM.BAT that prohibited the use

of XCOMUTIL.RND.


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