Aralez Posted May 23, 2007 Share Posted May 23, 2007 Found this one: https://www.mytempdir.com/1336393 From the readme: X-COM II Saved Game editor, v1.5 by JL Enterprises, 1996 ************************** Opening Words **************************If you're just dying to get started using this editor, then go ahead--youcan read this file later. However, you should completely read through thisfile if you later have any questions. Specifically, the "Comments/CommonProblems" section contains information about non-intuitive problems youmight find. ************************* Introduction *************************XCOMII is an ingenious game by Microprose that does not take much time at allto master. The game itself, however, sometimes becomes difficult because youmust manage your resources carefully. This simple little program allows youto edit various items stored in the saved game files created by UFO, such asyour total money, the various items in your storehouses, the types ofbuildings you have on your different bases, and also the statistics of anysoldier that you have recruited. *********************************** Description of Options ***********************************MONEY EDITOR -- The money editing option is fairly simple and merely givesyou whatever dollar amount you enter. Note that it is not really recommendedthat you enter a value that is too significantly higher than the "lots"button as when you get paid again in the game, your dollar amount willwrap around to 0. If this happens, you can always use the editor again. INVENTORY EDITOR -- The inventory option allows you to modify the amountof any particular item you have in the storehouses at any particular base.Be warned that the editor allows you to modify your game so that you havemore items than you have space for. The only problem with this is that ifyou move an item from your stores into a ship, you will not be able to moveit back unless you use the editor and decrease the amount of items you haveso that the total space used can be stored within your storehouses. BUILDING EDITOR -- One might ask why you'd need to create buildings when youcan do that in the game. Well, for one thing, it won't require any money tocreate buildings inside my editor. When you create a building, you areprompted for the number of days until its constuction is complete. Usuallythere is no reason why "0" (immediate construction) cannot be used, howeverat least a couple of the structures require the game to actually "see" thecompletion of the building for it to become functional, and so it may benecessary for "1" day of construction be specified. The "Details" buttonallows you to modify some of the costs and values that the game uses duringplay, including its construction cost, regular maintenance costs, normalconstruction time (if built completely within the game), the building'sdefense value, and the chances of the building getting hit by aliens. Notethat these building details relate to ALL buildings of that TYPE in thatsaved game. SOLDIER EDITOR -- The soldier editor option is especially useful becauseyou can greatly improve the accuracy of your soldiers and can even put anytype of armour available in the game on your men. You can promote yoursoldiers to any rank, reanimate dead soldiers, and even do immediate (andfree) transfers to your other bases. Version 1.1 of the editor introducedthe ability to edit the names of your characters to whatever you like.Version 1.2 added the ability to do an mass editing of many soldiers atonce. When you choose this option, any changes that you make at the nextscreen will be applied to all soldiers at all of the checked bases. Version1.5 reimplemented the code to allow transferring of soldiers between bases. SOLDIER IMPORT -- A soldier import function allows you to bring yourcharacters from an old XCOM I game into any XCOM II game. This feature wasadded in version 1.1 of the editor and allows players with well-seasonedcharacters to continue right where they left off! Unfortunately, since Icannot identify all aspects of the saved game file, not everything convertscorrectly. For instance, the image which represents your character duringbattle will most likely be incorrect. Most of the stats, however, shouldbe brought over okay, though. OBJECT EDITOR -- Another function of this editor is to allow you to editthe strengths and aspects of the weapons and ammo used in the game itself.With this option, you can modify any weapon so that it does not require anyammo at all, takes no time to shoot it, has greater than 100% accuracy, andis extremely explosive, or whatever you like. Be warned that these changesdo not apply specifically to any saved game, but to the entire game itself,which is why the option for this editor appears on the main editor screen.Also, be warned that the changes you make to weapons will also affect theweapons of the aliens. This can be both good and bad, so be aware of whichweapons you and the aliens can possess. BACKUP/RESTORE -- One of the nicest features of this editor is that as ofversion 1.2, it now has options to make an emergency backup a your savedgame by running PKZIP (that already must be in your DOS path statement).This allows you to easily revert back to a previous copy of the game shouldyou make significant changes that negatively affect your saved game.Remember, this editor is not warranted to always be able to perform asexpected. I have tried to throughly test it on my system with my versionof the game, yet it may not work with other releases that Microprose mayrelease. I seriously recommend that you make a backup of each game youmodify when you first use this editor. INCREASED KNOWLEDGE -- Version 1.3 also adds a button which will increaseyour knowledge in the game by giving you credit for researching all itemsthat you can in the game, giving you access to all entries in the game'sUfopedia, and the ability of your engineers to produce all items the gamenormally allows. Due to the complexity of the research trees, there is nocapability in the editor to allow selective advances in knowledge, nor arethere any plans to allow this. TACTICAL EDITOR -- The tactical editor can be easily argued to be one of themost powerful features of this entire editor. It allows you to modify thehealth, energy, time units, and several other fields for all of the soldiersand aliens while you have landed at a site. Version 1.5 of the editorgreatly enhanced this editor by allowing you to affect the max values ofeach of the stats, as well as adding the ability to edit many other stats.This function can also be used to resurrect killed players by simply raisingtheir health. By editing the shok value to a lower value, you can revivean unconscious character. You can also modify the armour and fatal woundsof a character to reduce a player's chances of dying. ALIEN CONTAINMENT EDITOR -- This editor was added in version 1.5 and allowsyou to modify the types of aliens that you have in your alien containmentunits at each of your bases (note that the editor allows you to have aliensin storage even though you may not have any in the game). The editor alsoallows you to have captured alien type/rank combinations that are impossibleto actually have in the game. You should try to avoid doing this becausethe game does not have any database information on these aliens andresearching them will not yield anything. SUBMARINE EDITOR -- Version 1.5 of the editor added the capability ofmodifying the weapons, fuel, and stores that you have on your submarines.As with the inventory editor, the editor does no intentional checking ofwhether you can actually store as many things as you specify. ************************* Installation *************************This editor was originally written with the use of a VGA monitor in mind,however, I've taken care to write my routines so that they should run oneven a monochrome monitor (although the lowest monitor that I was able totest this program on was a CGA). You will also require at least enoughtspace on your hard drive to place the exe file of the editor in your mainXCOM2 directory. Also, a mouse is absolutely required to use the editorat all and there does not seem to be any change in this requirement inany future versions. ************************************* Comments/Common Problems *************************************ADVANCED EDITING -- The object editor and tactical editors both have anadvanced editing button as of version 1.5 of the editor. This button allowsyou to modify/view some of the fields that have not been fully tested orverified. If you want to experiment with these values, feel free, but becautioned that your changes may actually corrupt your game and cause XCOM2to crash if you enter certain values. If you notice a correlation in anyof the unknown fields or find something that is labelled incorrectly, thenplease notify me! It will help me add additional functionality to futureversions of the editor. BUILDING EDITOR -- Some of the buildings in the game require completion ofconstruction to actually be "seen" by the game. This means that if youcreate buildings with "0" construction time, the building may not actuallyhave any effect in the game. Therefore, if you notice that your defencesaren't working, try recreating them in the editor with "1" day of buildingtime and TFTD should see it and make it active 24 game-hours later. BUILDING EDITOR -- The Details button in the Buildings Editor affects ALLbuildings of that TYPE in that saved game, NOT just for a particular baseor a structure in a base. Note also that the "Increased Knowledge" buttonwill reset any changes you've made in the "Building Details" editor. OBJECT EDITOR -- Keep in mind that the object editor modifies the OBDATA.DATfile which is stored in the GEODATA directory where your XCOM game islocated. This means that if you're playing the CD version of the game, youwill not be able to use these two portions of the editor. I have beeninformed by a user that you can install the game completely on your harddrive and then run the editor from that directory without any problems. Todo this, run the INSTALL file on the CD under the directory HARDDISK. Itonly takes 20 MB of hard disk space. OBJECT EDITOR -- Values for some of the weapons in the object editor areactually hard coded into the XCOM2 executables and thus cannot be changedvery easily. Therefore you may notice that the game will ignore the changesyou make to some of the weapons. If you discover this, your only choice isto try your changes on another weapon and use that weapon in the game. OBJECT EDITOR -- I've been told that the object editor seems to work with theoriginal XCOM, although I haven't tried it myself. Most of the other parts ofthe editor probably aren't as compatible with the original, though. I've youare looking for a good XCOM/UFO editor, I actually did write one, which laterevolved into XCOM2EDI. This original version can still be found on my FTPsite and on my web page. TACTICAL EDITOR -- Many of the stats in the tactical editor should not betaken above 180 (the game's actual maximum) or else some of your other statswill begin to decrease very rapidly. TACTICAL EDITOR -- If any of your soldiers die while in battle, you canresurrect them in the tactical editor by raising their health. Unfortunately,the game is still able to remember the fact that your soldier died. Thismeans that when you complete the battle, the game will remove that soldierfrom your roster even if he/she is still alive. The only way that I know toget around this is to go select that soldier in the tactical editor, hitthe advanced button, and change the unitnum value to 255 (you can hit the maxbutton to do this). This essentially "dissociates" the soldier and preventsthe game from removing it from your roster. All record of that soldier goingon that mission will not be saved (ie: # of kills, # of missions, etc). TACTICAL EDITOR -- Do not edit the strength of your soldiers so that it isover 50. Doing so will cause your soldiers to be unable to throw projectileitems such as grenades. ************************* Revision Log *************************1.0 - initial release1.1 - added soldier import function and the weapon and ammo editors. fixed a bug in the soldier editor that would unintentionally move many of your soldiers to other bases. added ability to edit the names of your soldiers.1.2 - fixed a bug in the bravery editing of the soldier editor. added pkzip/pkunzip buttons to make and restore backups of your saved games. a couple of other internal memory allocation problems fixed. (this was not a widely distributed version)1.3 - made many of the error messages more informative. revised documention significantly. made the registration procedure more tolerant of upper/lower case letters and symbols in your name and phone numbers. added button to increase your knowledge, edit multiple soldiers in the soldier editor, and shortcut to quickly finish any building with the right mouse button.1.4 - very minor changes in this version. the maximum button has been replaced with a lots button, which defaults to 180 when editing soldier attributes. the mouse routines have been modified slightly so that if Windows is detected, the graphical mouse cursor is disabled and will instead use the mouse cursor generated by the mouse driver, which eliminates problems encountered when running the editor in a windowed DOS box. the tactical editor now puts checkmarks next to enemy units so that they may be distinguished more easily.1.5 - Many new changes. The weapon and ammo editors have been combined and additional functionality added to create a new object editor. The soldier editor can now transfer soldiers again (this function was disabled because it wasn't working reliably). Several of the editors have been revised to eliminate the need to click an 'edit' button after selecting the item or value to change. The tactical editor has been greatly improved by adding ability to edit additional fields, making its changes affect more than one turn. A new alien containment editor has been added to allow you to add/delete aliens in your containment buildings. Documentation cleaned up significantly. Editor will now look in the directory it is located in (not the current) for its registration file. Building editor now allows creation of buildings with specific construction times. A "Details" button added to Building Editor to allow modification of construction costs, etc. ************************* Distribution *************************First of all, this program is distributed only through Shareware means, whichmeans that it depends upon others to upload it to any appropriate on-lineservice that maintains collections of similar programs. You are encouragedto do this, however this editor must be distributed without any modificationsto the program itself and with all of files that you originally received withit. Furthermore, any disassembling, modification, reverse-engineering,distribution of registration key files, serial numbers, or programs thatattempt to defeat the registration of this program, or any other activitiesthat might possibly deny the author of this saved game editor of anyregistration fees is forbidden and strongly discouraged. Second, the usage of this program is not free. I require that if you usethis program more than once, you should register. Registration only costsUS $5 and will remove the 'enter the number' prompt upon startup and willalso display that the program is registered to you--to give you somethingto be proud of. Additionally, as of version 1.3, all new functions willnot be available until your register. Third, if you find a version of this editor that appears to be tampered with(virus infection, missing/corrupted documentation, etc), it is recommendedthat you try to obtain a version directly from me (see the bottom of thisfile for details). You should additionally try to contact the maintainerof the archive where you obtained it from (or contact me and I'll try to). ************************* Registration *************************To register, simply send US $5 (preferably a personal check) along withyour name, and telephone number. Note that those three things are required.The phone number is especially important because it is used in generatingthe serial number. Please do not forget to include it! Additionally, if you have an e-mail address, please include it, otherwiseyou must include a self-addressed stamped envelope. Please make sure that all personal checks are made to JEFF LAWSON. Anychecks made to JL Enterprises CANNOT be accepted. Although you can send cashto me and I will accept it, I do not recommend it because of the risk of itgetting intercepted by any of the many hands that mail must pass through. ************************************ How to reach the author ************************************I can reached via Snail-mail at: Jeff Lawson 1893 Kaweah Drive Pasadena, CA 91105-2174 USA or through E-mail at: jlawson@hmc.edu or JeffLawson@aol.com also via phone at: (213) 258-4264 or (213) 258-5604 The latest version of this program should always be available from my homepage at "https://members.aol.com/JeffLawson/" It even has an IMPORT tool for Xcom 1 soldiers!!! Yay! This should be added to the files section imo. 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Tepid tasoth Posted May 24, 2007 Share Posted May 24, 2007 HOOORAAAAY! Link to comment Share on other sites More sharing options...
Aralez Posted May 24, 2007 Author Share Posted May 24, 2007 lol, nice to see at least one person sharing my enthusiasm (: Link to comment Share on other sites More sharing options...
Slaughter Posted May 24, 2007 Share Posted May 24, 2007 I suspect Zombie will share your enthusiasm if he hasn't already added it to our files section. Nice find! Link to comment Share on other sites More sharing options...
Zombie Posted June 4, 2007 Share Posted June 4, 2007 I have known about this editor for a long time. Unfortunately, I can't gt it to work on my system. Everytime I get my mouse pointer within the editor screen to add the code, it adds some characters to the end and will not allow me to continue (me thinks this was v1.5 or whatever was the latest). Tried using DosBox but it doesn't help either. I'm basically back at square one unless anyone has successfully bypassed the codes to get to the editor itself. If nobody has, I'm tempted to send Jeff an email for help. No guarantees though. - Zombie Link to comment Share on other sites More sharing options...
Slaughter Posted June 4, 2007 Share Posted June 4, 2007 Same problem for me Link to comment Share on other sites More sharing options...
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