Bomb Bloke Posted November 19, 2003 Share Posted November 19, 2003 Hunting through my docs collection, I found this list of Apocalypse cheats. So, I tested them, and surprise surprise they didn't work. But you never know, it may just be my version or state of mind or something. So I'll post them here, cause, why not? ----------------------------------------------------- Activating cheat mode for X-COMApocalypse Cityscape Hold down ALT and type "UFO CHEAT"from the main interface. If you mistype it orit doesn't work, hold down ALT and pressany key other than "U", then try again. Youwill get visual confirmation that the cheatmode has been activated on the message bar. Cheat codes for X-COM Apocalypse Cityscape: ALT + ESCAPE Cancel cheat mode ALT + NUMPAD,2,3,4,5,6,7 Get one more of all equipment ALT + A Auto-save on / off ALT + B Force Base mission ALT + C Force UFOs to crash ALT + D Dimension map cheat on / off ALT + F Build base facilities cheat on / off ALT + G Test alien dimension ALT + M Get $100000 ALT + N Show no. of aliens in buildings ALT + P Finish project instantly on / off ALT + Q Allow all manufacture on / off ALT + R Allow all research on / off ALT + S Force Overspawn ALT + T Force apocalypse (terror) mission ALT + V View all ufopaedia on /off ALT + X Get one of each vehicle ALT + Z Show all people tube connections Cheat codes only available in the "DEBUG" version: ALT + E Cause Fatal Error ALT + SPACE Do "TEST" routine Activating cheat mode for X-COMApocalypse Tactical Hold down ALT andtype "TAC CHEAT" if you mistype it or itdoesn't work, hold down ALT and press anykey other than "T", then try again. You willget visual confirmation that the cheat modehas been activated on the message bar. Cheat codes for X-COM Apocalypse Tactical: Cancel cheat mode ALT + ESCAPE ALT + T Training mode on / off ALT + H Hidden terrain on / off ALT + V Hidden units on / off ALT + K Kill all hostile units ALT + I Invincibility on / off ALT + W Weightlessness on / off ALT + F Increase musical intensity ALT + G Decrease musical intensity ALT + U Animation viewer (you must have unit selected + on screen, ESCAPE exits, other keys given on screen). Link to comment Share on other sites More sharing options...
NKF Posted November 19, 2003 Share Posted November 19, 2003 Ah, ye olde cheats for the Apocalypse demo. I wonder if they're still in the release version? There might be a debug mode or somesuch that needs to be toggled to enable them? Probably not, considering the amount of stuff that was removed. I would've put that force overspawn thingy to good use! :angel: - NKF Link to comment Share on other sites More sharing options...
Bomb Bloke Posted December 1, 2003 Author Share Posted December 1, 2003 Yeah, someones comment about never seeing overspawns was what lead me to posting this lot up. Link to comment Share on other sites More sharing options...
M. Hoz Posted December 3, 2003 Share Posted December 3, 2003 I saw these codes once,under the title: "X-Com Apocalypse Beta Cheat Codes" (XCABCC) It didn't work for me either Link to comment Share on other sites More sharing options...
Bomb Bloke Posted December 4, 2003 Author Share Posted December 4, 2003 Heheh... I do have a demo of the game... somewhere... I don't think it lets you see the strategic display, though. The Antropoids are a lot less detailed, they are just blue, with no eyes. Notice that in the UFOpedia they don't have red eyes? Link to comment Share on other sites More sharing options...
maxoman Posted December 5, 2003 Share Posted December 5, 2003 As much as i know, those cheats worked just for the demo and the beta version of the game. I never managed to get them work in my buoght version. Link to comment Share on other sites More sharing options...
Zombie Posted April 26, 2007 Share Posted April 26, 2007 Bumpy. So are these cheats only for the demo release and/or the beta? I tried them with the CE version, but they didn't work. I get as far as typing ufo while pressing ALT and then the game bails to the desktop when I press the space bar. Is that what you guys experience too? It would have been nice to use a few of these codes like NKF mentioned. In the tactical, lifting the fog of war, showing all units and killing all hostile units would be cool for testing. In the cityscape, it would be interesting to see the number of aliens in buildings (not to mention the ability to toggle all research and manufacture: again for testing). Oh well. - Zombie Link to comment Share on other sites More sharing options...
NKF Posted April 27, 2007 Share Posted April 27, 2007 I need some time to mount an excavation party to dig up my old computer and see how this works in a pure dos environment. I really do hope I'm wrong about it being left out of the retail version. I seriously do. Oh I remember the war stories... um, tales of players lamenting on how they could no longer use the cheats in the retail version. - NKF Link to comment Share on other sites More sharing options...
Bomb Bloke Posted April 27, 2007 Author Share Posted April 27, 2007 I never got around to testing them in the demo, as I lost it somewhere along the way... I'm pretty certain they don't work in the final release, though I only tried it the once. However, the demo I had didn't include a cityscape. So make of that what you will. Link to comment Share on other sites More sharing options...
j'ordos Posted April 28, 2007 Share Posted April 28, 2007 These only work with a beta version of apocalypse, I found it on internet once, but that was a few years ago. It still had a 'scenario generator' (that didn't work) and some other differences I can't remember. Also was quite prone to crashing I'll check our old computer to see if I still have the archive, but I doubt it Link to comment Share on other sites More sharing options...
Zombie Posted April 28, 2007 Share Posted April 28, 2007 Thanks for the info, Mr. J! If anyone has a copy of the Apoc beta sitting around, feel free to email it to me or dump it in our Files section. I just wonder why so many sites have these "cheat" codes anymore. It's probably because people added it when the beta came out and figured it would be included in the final version, then never bothered to update their site info. Just goes to show you should take stuff on the internet as face value and nothing more. - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted May 1, 2007 Share Posted May 1, 2007 Ok, I got a copy of the beta and happened to take a look in the UFO2P executable (standard practice for me, you never know what you might find). In it were the cheat codes! Since the original DOS version doesn't have them in the executable and neither does the CE, we can be safe to assume it was only for the beta. Guess that solves this little mystery. It still amazes me that so many sites have them though. I'd like to mention that the beta comes with a MS-Word document containing the cheat codes. All the sites with these codes just did a copy and paste job from this document. However, what they don't mention is the disclaimer directly above the codes: Cheat codesThese are for testing purposes only and are not to be published externally, this section of the document should be considered "confidential", and for the eyes of Mythos and MPS only.NOTE: If any "cheats" are found that are not documented here then they should be considered "bugs".I guess the beta was only intended to be an internal release. But someone leaked it to the public. Cool stuff! - Zombie Link to comment Share on other sites More sharing options...
Azrael Strife Posted May 1, 2007 Share Posted May 1, 2007 Lol, I recall reading those cheat codes in an old issue of PCGAMER. I tested them, and got very frustrated as I got absolutely no result, must have tried them a hundred times Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted May 18, 2007 Share Posted May 18, 2007 I remember spending countless hours trying to get the cheats to work. =) There is a "cheat" that I ended up finding, not sure if anyone else has stumbled across it. It involves manipulating a bug in the manufacturing screen to refund your new project's money. Over and over again =p Link to comment Share on other sites More sharing options...
Pruimpje Posted May 27, 2007 Share Posted May 27, 2007 Maybe I'm thinking too simple but can't you simply copy-paste the cheat commands and structure from the beta to Apoc? Link to comment Share on other sites More sharing options...
NKF Posted May 29, 2007 Share Posted May 29, 2007 Unfortunately the beta and the final retail release are completely different, so no copy and pasting is possible. Anther unofficial 'cheat' is the 65535 widget bug. It can happen through a variety of ways, but can consistently be reproduced with an unresearched alien artefact that appears in both the road and air vehicle equipment transfer screen. You need two bases for this to work. Let's take the small shields for example. Make sure that the base that you want to fill up with the small shields contains only 1 shield. Transfer this shield to another base through the air vehicle screen. Before sending, go to the road vehicle screen and transfer the 1 shield again. If you check both screens, you'll see that you're now sending 2 shields when you've only got the 1. This will leave you with -1 shields. After you hit send, you'll find that you've got 65535 small shields in storage. It makes use of the limitations of an unsigned short integer and negative values. But I won't go into the mind numbing mechanics and use a simpler example. Imagine the face of a clock. If you're at 1 o'clock and you go back an hour, you end up at 12 o'clock. It's something like that. Note that if you've got more shields, make sure that the combined total shields you're transferring puts your shield count into the negative. -1 will give you 65, 535. If you had more and ended up with -16, you'd get 65,520 shields. So what's the point in doing this? Well, for the price of bunging up one base's stores, you'd get an unreasonably large number of small shields to use (after you've researched it). Since you've got so many, you can even do the unthinkable and even sell them. Money woes and small-shield shortages will never be a problem again. Doesn't work if the item is researched. - NKF Link to comment Share on other sites More sharing options...
Bomb Bloke Posted May 29, 2007 Author Share Posted May 29, 2007 A vague memory suggests that unresearched items go to charity if sold... Am I getting foggy? Link to comment Share on other sites More sharing options...
NKF Posted May 29, 2007 Share Posted May 29, 2007 Yep, they do. So if you do want to use the 65535 widget bug you'd need to research the items before you make use of them or sell them. - NKF edit: On second thought, let me rephrase that. After re-reading that it sounded a bit confusing. Yes unresearched items are given to charity. If you do duplicate the items, you'd have to research them in order to use them and sell them later on. Come to think of it, you're not limited to just the 65535 items at one base. You can do it for several others too. That's a bit greedy though. Link to comment Share on other sites More sharing options...
Bomb Bloke Posted May 30, 2007 Author Share Posted May 30, 2007 Oh. So the answer's still obvious. Yup, I'm getting foggy. Link to comment Share on other sites More sharing options...
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