X-COM: Terror From the Deep чит-файл №2

The following is a list of byte offsets for hex-editing the BASE.DAT
file of saved game directories from Microprose's Terror From the
Deep (XCOM2). USE THIS FILE AT YOUR OWN RISK. PLEASE MAKE BACKUPS
OF ANY SAVED GAME FILES YOU INTEND TO MODIFY.

I didn't/don't have time to write an editor using this info, but I
imagine someone eventually will. For now, the following information
is useful if you want to modify your base stores/facilities to get
some quick firepower.

Each base has the following record of byte offsets (bases follow
sequentially)


Byte offset Description
---------------------------------------------------------------------
00-0F 16-byte slot for base name.
10 Ajax launcher (# of)
12 D.U.P. Head Launcher
14 Craft Gas Cannon
16 P.W.T. Cannon
18 Gauss Cannon
1A Sonic Oscillator
1C Ajax Torpedoes
1E D.U.P. Head Torpedoes
20 Gas Rounds (x50)
22 P.W.T. Ammo
24 Coelacanth/Gas Cannon
26 Coelacanth/Aqua Jet
28 Coelacanth/Gauss
2A Displacer/Sonic
2C Displacer/P.W.T.
2E Dart Gun
30 Dart Clip
32 Jet Harpoon
34 Jet Harpoon Clip
36 Gas Cannon
38 GC-AP Bolts
3A GC-HE Bolts
3C GC-Phosphor Bolts
3E Hydro-Jet Cannon
40 HJ-AP Ammo
42 HJ-HE Ammo
44 HJ-P Ammo
46 Torpedo Launcher
48 Small Torpedo
4A Large Torpedo
4C Phosphor Torpedo
4E Gauss Pistol
50 Gauss Rifle
52 Heavy Gauss
54 Magna-Blast Grenade
56 Dye Grenade
58 Particle Disturbance Grenade
5A Magna-Pack Explosive
5C Particle Disturbance Sensor
5E Medi-kit
60 M.C. Disruptor
62 Thermal Tazer
64 Chemical Flare
66 Vibro Blade
68 Thermic Lance
6A Heavy Thermic Lance
6C ?
6E ?
70 ?
72 Sonic Cannon
74 Sonic Cannon Power Clip
76 Sonic-Blasta Rifle
78 Sonic-Blasta Rifle Clip
7A Sonic Pistol
7C Sonic Pistol Clip
7E Disruptor Pulse Launcher
80 Disruptor Ammo
82 Thermal Shok Launcher
84 Thermal Shok Bomb
86 Sonic Pulser
88 Zrbite
8A M.C. Reader
8C Gauss Pistol Clip
8E Gauss Rifle Clip
90 Heavy Gauss Clip
92 Aquatoid Corpse
94 Gill Man Corpse
96 Lobster Man Corpse
98 Tasoth Corpse
9A Calcinite Corpse
9C Deep One Corpse
9E Bio-Drone Corpse
A0 Tentaculat Corpse
A2 Triscene Corpse
A4 Hallucinoid Corpse
A6 Xarquid Corpse
A8 ?
AA ?
AC ?
AE ?
B0 Ion-Beam Accelerator
B2 Magnetic Navigation
B4 Alien Sub Construction
B6 Alien Cryogenics
B8 Alien Cloning
BA Alien Learning Arrays
BC Alien Implanter
BE Examination Room
C0 Aqua Plastics
C2 Alien Re-Animation Zone
C4 Plastic-Aqua Armor
C6 Ion Armor
C8 Magnetic Ion Armor
CA Solid Harpoon Bolts
CC Aqua Jet Missiles
CE P.W. Torpedo (for Displacer/P.W.T.)
D0 Coelacanth/Gauss Ammo
D2 Craft Gauss Cannon Ammo
D4 ?
D6 ?
D8 ?
DA-FD Base Facility Placement
N.B.--the base is a 6x6 grid. These 36 bytes
represent that grid from top left to bottom
right.
Values for particular facilities:
00 Air Lock 09 Gauss Defences
01 Living Quarters 0A Sonic Defenses
02 Lab 0B P.W.T. Defences
03 Workshop 0C Bombardment Shield
04 Standard Sonar 0D M.C. Generator
05 Wide Array Sonar 0E M.C. Lab
06 Torpedo Defences 0F Transmission
Resolver
07 General Stores FF empty
08 Alien Containment

Sub Pen:
10 Upper Left quarter 11 Upper Right quarter
12 Lower Left quarter 13 Lower Right quarter
                               
To redesign your base, I'd suggest mapping it out
on a 6x6 grid and then writing the facility values
down from top left to bottom right.

FE-121 Base Facility Construction Time
These 36 bytes correspond one to one to the
above 36 bytes, and the hex value contained
herein is how many days remaining
construction time for the facility Put a 00
in each block to have all facilities
completed

122-127 ?

*****END of first base record*******

Each base has the above format.....

A few of the byte offsets didn't *seem* to have any influence--I've
marked these with a question mark--if anyone discovers what purpose
these serve, please drop me an e-mail or post a message on the War
Games/Strategy Games Boards....

HexCheat:

Edit the file liglob.dat with the hex editor and change the first
four byte s to FF FF FF 79. Now you have the max amount of money.

HexCheat:

You also can edit the file soldier.dat, and change the following
offsets to A0:

0010 xx xx xx xx xx xx xx xx xx xx ZE GE AU WG xx xx
0020 xx SG ST xx xx xx xx xx xx xx xx xx xx xx xx xx
0040 xx MF xx MS xx RE xx xx xx xx xx xx xx xx xx xx

ZE = time, GE = health, AU = stamnia, WG = throwing (precision)
SG = shooting (precision), ST = strength, MF = M.S. abilities,
MS = M.S. strength, RE = response time