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X-Com: UFO Defense

A complete edit - By Simon Burrows If you're one who enjoys a good chunk of unethical hacking, this game's for you. In fact, there's so many things that one can hack, you're likely to forget just what you have edited by the time you load the game back up again! Anyway, that's your problem, I'm just here to show you exactly what's what in this palace of hackable hex's! Basically, it goes like this: You enter the game directory. You locate the file BASE.DAT. You load this up into a Hex-editor such as NU. You locate any of the following Hex-locations (ie, the ones you want to change). You put in values that you think are possible, but are still outragiously cheaty! Then, you load the game up and marvel at your changes. Easy! (Remember that all the values you enter must be in Hexadecimal notation. That means that the maximum you can have in one byte is FF which is 255, and numbers such as 10 should be entered as 0A and 100 as 64. Okay? Also, I've arranged all the different edits into alphabetical order (if you hadn't noticed), so you may have to jump around the BASE.DAT file a bit if you're editing lots of entries in this list, all in the order that they're shown here. Finally, to keep within the format of the table, some lines won't make exact sense, however, it's still fairly obvious what I'm talking about!! Okay? Let's go...) HEX Location Contains information on... --------------------------------------------------- 62 to 63 No. of Avalanche Launchers 6E to 6F No. of Avalanche Missiles 8E to 8F No. of Auto Cannons 90 to 91 No. of Auto AP Ammo Rounds 92 to 93 No. of Auto HE Ammo Rounds 94 to 95 No. of Auto I Ammo Rounds D6 to D7 No. of Alien Grenades 106 to 107 No. of Alien Food 'Portions' 108 to 109 'Alien Reproduction level' 10A to 10B 'Alien Entertainment Level' 10C to 10D 'Alien Surgery Level' 110 to 111 No. of Alien Alloys CE to CF No. of Blaster Launchers D0 to D1 No. of Blaster Bombs 64 to 65 No. of Cannons 70 to 71 No. of Cannon Rounds EC to ED No. of Celatid Corpses F0 to F1 No. of Chyssalid Corpses F6 to F7 No. of Cyberdisc Corpses 5E No. of Engineers B4 to B5 No. of Electro-Flares D8 to D9 No. of Elerium-155 E6 to E7 No. of Etheral Corpses 10E to 10F No. of Examination rooms 66 to 67 No. of Fusion Ball Launchers 72 to 73 No. of Fusion Balls EA to EB No. of Floater Corpses 118 to 119 No. of Flying Suits A4 to A5 No. of Grenades 7A to 7B No. of Hovertank Plasma Guns 7C to 7D No. of Hovertank Rocket Launchers 86 to 87 No. of Heavy Cannons 88 to 89 No. of Heavy AP Ammo Rounds 8A to 8B No. of Heavy HE Ammo Rounds 8C to 8D No. of Heavy I Ammo Rounds A2 to A3 No. of Heavy Lasers AA to AB No. of High Explosives C2 to C3 No. of Heavy Plasmas C4 to C5 No. of Heavy Plasma Clips 11A to 11B No. of HWP Cannon Shells 11C to 11D No. of HWP Rockets 11E to 11F No. of HWP Fusion Bombs 9C to 9D No. of Incendiary Rockets 68 to 69 No. of Laser Cannons 9A to 9B No. of Large Rockets 9E to 9F No. of Laser Pistols A0 to A1 No. of Lasers Rifles AC to AD No. of Motion Scanners AE to AF No. of Medi-Kits DA to DB No. of Mind Probes E8 to E9 No. of Muton Corpses 6A to 6B No. of Plasma Cannons 7E to 7F No. of Pistols 80 to 81 No. of Pistol Clips A8 to A9 No. of Proximity Grenades B0 to B1 No. of PSI-Amps C6 to C7 No. of Plasma Rifles C8 to C9 No. of Plasma Rifle Clips CA to CB No. of Plasma Pistols CC to CD No. of Plasma Pistol Clips 114 to 115 No. of Personal armour 116 to 117 No. of Power Suits 82 to 83 No. of Rifles 84 to 85 No. of Rifle Clips 96 to 97 No. of Rocket Launchers F2 to F3 No. of Reaper Corpses 5F No. of Scientists 60 to 61 No. of Stingray Launchers 6C to 6D No. of Stingray Missiles 98 to 99 No. of Small Rockets A6 to A7 No. of Smoke Grenades B2 to B3 No. of Stun Rods D2 to D3 No. of Small Launchers D4 to D5 No. of Stun Bombs E2 to E3 No. of Sectoid Corpses E4 to E5 No. of Snakeman Corpses EE to EF No. of Silacoid Corpses F4 to F5 No. of Sectopod Corpses 74 to 75 No. of Tank Cannons 76 to 77 No. of Tank Rocket Launchers 78 to 79 No. of Tank Laser Cannons 100 to 101 No. of UFO Power Sources 102 to 103 'UFO Navigation level' 104 to 105 'UFO Construction level' more cheats: You must have already played and saved the game, before you can use this cheat. All it entails is transferring various bits of existing Bases to another. Simply change into the UFOGAME1 directory and see whats in that directory. Start up a new base and save it in slot two, now you can transfer resources from your old base to the new, to give you an unfair advantage over your enemies. Copy over SOLDIER.DAT to give you the army you had, PRODUCT.DAT for all the manufacturing you had done, in the old game. Obviously if you copy all the files from your first game, you'll have a base that is exactly the same, so just a few files in areas that you normally suffer on are the best to copy over.



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