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X-COM: UFO Defense (UFO: Enemy Unknown) cheats / X-COM: UFO Defense (UFO: Enemy Unknown) hints / X-COM: UFO Defense (UFO: Enemy Unknown) faqs / X-COM: UFO Defense (UFO: Enemy Unknown) solutions X-COM: UFO Defense (UFO: Enemy Unknown) cheat codes There are two main areas for cheating. One is to edit the base file, and the second is the soldiers file. But first a little money: ------------------------- In a save game dir GAME_* edit LIGLOB.DAT with a hex editor change the first four bytes to: FF FF FF 32 (4*FF will give you minus money) This gives you $800 million. Base Editing: ------------- Edit the file BASE.DAT in a saved game directory. The following information is for the first base; to use it for other bases, just add 124 Hex for each subsequent base. The base is a six by six grid defined by the bytes 16 to 39 (3A to 5D is the building time so set them all to 00) The following is the list of available buildings: 00 Access Lift 0A*Plasma Defences 01 Living Quarters 0B Fusion Defences 02 Laboratory 0C Grav Shield 03 Workshop 0D Mind Shield 04 Short-range Radar 0E*Psi Lab 05 Long-range Radar 0F Hyper-wave Decoder 06*Missile Defense 10 Top-Left part of Hanger 07 General Stores 11 Top-Right 08 Alien containment 12 Bottom-Left 09*Laser Defenses 13 Bottom-Right * Are redundant by better facilities (Psi Lab not needed if soldier cheat used) I reccomend the layout given by: 10 11 10 11 03 03 /- -\ /- -\ WS WS 12 13 12 13 03 03 \_ _/ \_ _/ WS WS (It may be a useful to replace 02 02 00 05 05 03 La La <> LR LR WS a St (Store) with another FD) 02 02 02 05 05 08 La La La LR LR AC | 04 04 07 07 07 08 SR SR St St St AC <----------+ 04 04 0D 0B 0C 0F SR SR MS FD GS HD NOTE: At the start it is necessary to have a Living Quarters to hire the soldiers (say 8), but as soon as they are ordered, save the game and remove the quarters. Some facilities - Psi Lab, Hyperwave Decoder, Mind Shield, Grav Defense - won't work until they have been researched. The Access Lift <> is not really necessary unless your base is attacked, but after a defense mission without a <> the entire base facilities will disappear from the grid. Only have 250 (FA) Engineers and Scientists, as 5 will go to waste (not to mention the extra salaries) Base Equipment: --------------- As before edit BASE.DAT, and add 124 for extra bases. Now instead of values the addresses are given. Firstly: 5E Engineers (set to FA) 5F Scientists (set to FA) The rest are two byte integers, there are also gaps in the middle which are not used: 60 Stingray Launcher B4 Electro Flare 62 Avalanche Launcher C2 Heavy Plasma 64 Cannon C4 Clip 66 Fusion Ball Launcher C6 Plasma Rifle 68 Laser Cannon C8 Clip 6A Plasma Beam CA Plasma Pistol 6C Stingray Missiles CC Clip 6E Avalanche Missiles CE Blaster Launcher 70 Cannon Rounds D0 Blaster Bomb 72 Fusion Ball D2 Small Launcher (Stun) 74 Tank / Cannon D4 Stun Bomb 76 Tank / Rocket D6 Alien Grenade 78 Tank / Laser D8 Elerium-115 7A HoverTank / Plasma DA Mind Probe 7C HoverTank / Launcher E2 Sectoid Corpse 7E Pistol E4 Snakeman Corpse 80 Clip E6 Etherial Corpse 82 Rifle E8 Muton Corpse 84 Clip EA Floater Corpse 86 Heavy Cannon EC Celatid Corpse 88 AP ammo EE Silacoid Corpse 8A HE ammo F0 Crysalid Corpse 8C I ammo F2 Reaper Corpse 8E Auto Cannon F4 Sectopod Corpse 90 AP ammo F6 Cyberdisc Corpse 92 HE ammo 100 UFO Power Source 94 I ammo 102 UFO Navigation 96 Rocket Launcher 106 Alien Food 98 Small Rocket 108 Alien Reproduction 9A Large Rocket 10A Alien Entertainment 9C Incendiary Rocket 10C Alien Surgery 9E Laser Pistol 10E Examination Room A0 Laser Rifle 110 Alien Alloys A2 Heavy Laser 114 Personal Armour A4 Grenade 116 Power Suit A6 Smoke Grenade 118 Flying Suit A8 Proximity Grenade 11A HWP Cannon Shells AA High Explosive 11C HWP Rockets AC Motion Scanner 11E HWP Fusion Bombs AE Medi-Kit AP - Armour Piercing B0 Psi-Amp HE - High Explosive B2 Stun Rod I - Incendiary (ie Burning) I recommend choosing the plasma cannon for the craft weapons, as they are stronger than anything except for the fusion balls, but the ships can only carry 2 at a time, while the plasma cannon has 100 shots, and you don't have to manufacture ammo. Make sure that the base is stocked up on elerium-115 (it is the only thing you can't make/buy), it is needed to refuel an Avenger as well as manufacturing most alien things. Soldier Editing: ---------------- For each soldier the best outfit is two alien grenades, a motion detector, a stun rod, heavy laser and psi-amp (maybe even a medi-kit, but with flying armour, 255 health and time units they are superfluous). Edit the file SOLDIER.DAT, each soldier's info takes 68 bytes (00 to 44). The first byte is the soldiers rank, set it to 05 for Commander. The fifth byte (04) is the craft that the soldier is assigned to, you don't normally need to change this. 08/09 is a 2 byte integer for the number of missions done. 0A/0B is a 2 byte integer for the number of kills. 0C/0D is the number of days left to heal wounds: set it to 00 To maximise the soldiers stats set the following: 2A - 33 => FF 34 => 00 35 - 3D => FF And to give the soldier a flying suit: 3E => 03 Thats it for editing... Now just a few general tips in using the cheats: Make all 8 bases possible, spread them all over the world to maximise the radar coverage. When doing a mission the best strategy is to use a soldier in the back of the craft to do mind control on any aliens found (should be able to do 10 aliens). Use the aliens to explore, and if they have any time units left, make them throw away their weapons, or move them towards your soldiers to get stunned. Make sure that the aliens have no time units left at the end of a turn. Also the larger aliens (Sectopods, Reapers and Cyberdiscs) can be taken over one quarter at a time, when you have used up all their time units, you can take over another quarter, and they get their time units back. It is important that the larger ones are wholly taken over before and all the time units are then used up, or they get their own turn. It is also possible to get Cyberdiscs to shoot themselves. Always do the research as soon as possible, and if there are many things to research, transfer the items to other bases. Use all 250 scientists at once to research a job, it will take just as long, but the knowledge from each separate research item can be used. NEVER TRY TO SHOOT DOWN A BATTLESHIP. Even with fusion balls it would take over 15 shots to knock it down. It is much better to wait for it to land and send the troops in. In terror sites (cities) mind control can also be used on civilians, they can then help to look around, but don't let them get shot. The major goal is to get an Avenger craft, as they are awesome, and they carry troops as well as having weapons, being fast, able to take lots of damage, and plenty more. In the final mission on Mars, waste no time on the first level, just get all the soldiers to the green level exit. It is the second and final part that is important. The brain that you have to shoot is just to the left of the top most green starting point, but you have to go down, and to the left: ------------- | +----- +-------+ | |XXX <--- Starting postion | |X| | |XXX Go in here +-----+ | +-----+ This is only an approximation, up one ---> | X's are the lift thingies. use alien +-----+ | +-----+ to kill | |X| | | brain +-------+ | | Any questions/comments, E-mail Marty on byteme@student.adelaide.edu.au Other X-COM: UFO Defense (UFO: Enemy Unknown) cheats hints faqs solutions: 1. X-COM: UFO Defense (UFO: Enemy Unknown) cheat codes 3. X-COM: UFO Defense (UFO: Enemy Unknown) cheat codes 1. X-COM: UFO Defense (UFO: Enemy Unknown) hints 2. X-COM: UFO Defense (UFO: Enemy Unknown) hints 1. X-COM: UFO Defense (UFO: Enemy Unknown) faq and solutions |