Contents • • • • • • • • • X-COM Specific Popular Tools •, originally by and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox. • for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements.
Discussing XCOM: Enemy Within Editor on. Then launch the Game and then Press. Will the 'Unlimited Resources' option that was in the XCOM: EU editor be coming to.
It also includes options to play alternate scenarios and rules for making the game harder (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by and currently being updated by ) • for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76's UFOloader) • has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.
• is a patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the, and game resources all wrapped up into one package. • is an open source clone/reverse engineered engine for UFO (TFTD support is in beta).
Like the CE version, it completely bypasses the need for DOSBox by providing a native executable. Unlike the CE version though, it also provides support for Mac and Linux systems in addition to fixing all the of the original game. OpenXcom has it's own mod site for mods specific to it available. • by Chris Voss (). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money.
Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version.
There are also some more powerful utilities available here to edit & patch the UFO executable - UFO Mod and Patch Maker. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs.
It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet). • XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first.
Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file. • There's at least one editor that allows you to change the weapons:. You can find many more X-COM game editors, cheats and mods over at StrategyCore's. Obscure (Not listed at StrategyCore) tools • (Link Broken!) Matt Mullen's UE editor, just for editing bases and money.
A very simple DOS character mode 'GUI'. This also comes with source code and is written (nicely) in C. • (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of classes and levels, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD. • is a simple utility that turns your soldiers to, well, supermen.
• (by Volutar) is a tool for viewing and editing of globe data (just visual poly mesh + terrain types). • (by Spike) is a python script that can fix x-com EU's various radar & paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn't work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available. • is a front end for XcomUtil created by Martin Ptacek of the Czech Republic.
Compatibility with XcomUtil 9.7+ unconfirmed. • (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK). Useful Generic File Editors User-defined Parsers • - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc.
Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console. • - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it's inherently multi-platform. • - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you'd like to see in such a tool are absent. Not limited to 'one type of fixed sized record' files (like or ), but works best on them.
For example, if you try to read map files with it, you'll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it's a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis. It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries).
It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware). • Another hex editor that some folks use is Hex Workshop. Hex Workshop has the nice feature that you can make a 'structure library' with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks.
Examples: 1) Its display field can't be more than 64 characters wide (unlike EDIT), so you can't do a 'one row equals one record' display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it's a 'modern' Windows app, you can't e.g.
Go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer). • parsing library for Python. It's still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this. Disassembling Viewers • (Hacker's View) by SEN.
Even 'demo' version is more than powerful enough for DOS software, it just doesn't allow convenient things like macros. • is a file editor/viewer/analyzer for executables. • Mikael 'Fluff' Klasson makes. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful. Hex Editors There are many. Windows user go, Linux users.
Some of those tried by Ufopaedia users are here: • MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file. • by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot.
It also has a decompiler view if you want to try to figure out what the executable is doing. • is a free, open source hex editor that works well. • HxD: This is a very simple but powerful HexEditing tool. You can get the freeware version here:. Drivers, Extenders and Runtimes (for DOS[Box]) • are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see • is a Python runtime for DOS. Certain mods (particularly BaseFixer above) require it to function.
For help setting it up in DOSBox, see. • (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run. • is a free, open source replacement for the DOS4GW extender included with most DOS games, including UFO & TFTD.
It is designed to be a fully compatible drop-in replacement for DOS4GW and has often been attributed to improved performance and stability. You can install it by (optionally) backing up the original DOS4GW, copying the 'DOS32A.exe' executable to the UFO or TFTD game folder then renaming it to 'DOS4GW'. Note: DOS32A has not been tested extensively with either Xcom game, use at your own risk! • is a complete 32-bit C/C++ development environment (and runtime?) for DOS PCs with an Intel 80386 or higher processor. Could be useful for developing DOS-based Xcom mods.
It's completely free and open source.
October 9, 2012 • Windows, PlayStation 3, Xbox 360 •: October 9, 2012 •: October 12, 2012 •: October 12, 2012 OS X • WW: April 25, 2013 iOS • WW: June 20, 2013 Android • WW: April 23, 2014 Linux • WW: June 19, 2014 PlayStation Vita •: March 21, 2016 •: March 21, 2016 •: March 22, 2016, Mode(s), XCOM: Enemy Unknown is a developed by and published. The game is a 'reimagined' of the 1994 cult classic strategy game (also known as X-COM: UFO Defense) and a of 's 1990s series. XCOM: Enemy Unknown was released in North America, Europe, and Australia for,, and in October 2012. An 'Elite Edition', containing all previously released, was released as a exclusive by in April 2013. In June 2014, Feral released both XCOM: Enemy Unknown and its expansion pack for.
A port for was released in June 2013 and an conversion was released in May 2014. An expansion pack, titled, was released in November 2013.
A bundle containing both Enemy Unknown and Enemy Within was launched on the for in March 2016 under the title XCOM: Enemy Unknown Plus. Set in the near future during an of Earth, the game puts the player in control of an elite multinational paramilitary organization called XCOM and is tasked with defending the Earth. The player commands troops in the field in a series of turn-based tactical missions; between missions, the player directs the research and development of new technologies from recovered alien technology and captured prisoners, expands XCOM's base of operations, manages XCOM's finances, and monitors and responds to alien activity. XCOM: Enemy Unknown was critically acclaimed, with several reviewers commenting on the game's difficulty, replayability, and addictiveness. A number of publications, including, and, named it. A sequel to the game, titled, was released on February 5, 2016 for,, and.
Contents • • • • • • • • • • • • • • Plot [ ] Setting [ ] The game's campaign begins in the spring of 2015, as a global begins. Prior to the start of the game, a group of countries called the Council of Nations has banded together to create XCOM (short for E xtraterrestrial Combat Unit), the most elite military and scientific organization in human history, tasked with defending them from the alien attack. The player assumes the role of the commander of XCOM, and proceeds to engage in a war against an extraterrestrial enemy with overwhelming technological superiority.
Story [ ] After success with shooting down alien scout ships and securing the crash sites from surviving alien crews, as well as interdicting alien attempts to abduct human civilians for unknown purposes, XCOM manages to also obtain the corpses of various different alien troops. Autopsies reveal that all these types have been genetically and/or cybernetically altered, which seems to indicate they are merely foot-soldiers for unseen leaders. XCOM's head of research, Dr. Vahlen, requests that a live alien be captured for interrogation. This also involves developing a specialized weapon capable of capturing a live alien, and constructing a facility in XCOM's subterranean base capable of safely holding a live alien prisoner. Capturing one of the alien troops and conducting the interrogation reveals vague information about another type of alien called the Outsiders, artificially-created crystalline beings encountered aboard, that appear to serve as pilots and navigators. Vahlen then requests that XCOM capture an Outsider for study.
Upon capturing one of these, the examination reveals that the Outsiders' exotic crystalline structures behave in a manner similar to antennas, receiving a signal broadcast from a location buried underground on Earth. XCOM dispatches a team to investigate the signal; it is found to be coming from a base that the aliens have secretly established on Earth, where experiments are performed on. XCOM develops a method for gaining entry to the alien base and assaults it.
Adobe Photoshop Cs8 Keygen Idm more. During the mission, the alien serving as the base commander is discovered to have psychic abilities, but is nevertheless defeated by the soldiers. The commander's psychic communication device is recovered and. Tapping into the aliens' communications reveals a previously hidden, stealth 'Overseer' UFO making rounds across the Earth. When the UFO is shot down, it is found to hold an alien species that had not been previously encountered, as well as a strange artifact. The newly discovered species, called Ethereals, possess powerful psionic abilities. Once the Overseer ship is shot down and the psionic artifact recovered, the massive enemy 'Temple Ship' reveals itself in low Earth orbit and attacks the Earth, causing earthquakes even as far away as XCOM HQ.
The reverse-engineering efforts enable XCOM to unlock and develop latent psionic powers that are present in certain human beings, thus enhancing their human soldiers. Out of these psychic human soldiers, the most powerful becomes the Volunteer, using the psionic artifact recovered from the Overseer UFO to tap into the aliens' psychic communication 'hive', an experience that also increases his or her psionic strength.
This allows them to attack and board the Temple Ship to seek out the Uber Ethereal, the leader of the alien invasion. During the final battle aboard the ship, the Uber Ethereal reveals that, because of their own failure to improve their own race further, they have been testing and experimenting on other species throughout the universe in an attempt to identify a race worthy of being ', searching for a race that is strong in both mind and body; the various species of alien troops that the player has encountered have all been failures in the Ethereals' experiments. By allowing humans to obtain their technology a few steps at a time, the Ethereals allowed humans to evolve to a fuller potential, and believe that humanity may be the culmination of their search, to find the perfect species to move on and prepare for 'what lies ahead', a vaguely worded destiny that they do not describe further. After slaying the Uber Ethereal, the Temple Ship begins to collapse into a black hole, which would destroy the Earth due to its close proximity. While the psionically gifted Volunteer urges the other XCOM soldiers to rush back to their transport and escape the doomed ship, the Volunteer stays behind, using the psychic gift to take control of the ship and fly it further away from the planet, finally causing it to self-destruct and save Earth, though at cost of [what was thought to be] the Volunteer's own life.
In 2014, Jake Solomon, lead designer of XCOM, revealed that the Volunteer in fact did not die, and instead disappeared before the temple ship explodes. Gameplay [ ]. The combat view (see the file description page for an extensive explanation of the elements shown). Much like its predecessor, XCOM: Enemy Unknown casts the player as the commander of an elite military organization. As commander, the player directs their soldiers in combat missions against alien enemies. Between missions, the player directs the organization's research and engineering divisions in creating new technologies and improving XCOM's base of operations, and manages the organization's finances. The ground combat uses a perspective.
The player controls a squad of between one and six human soldiers or robotic units as they hunt the aliens on the map and attempt to complete other objectives dependent on the mission. Map layouts are not randomly generated, but enemy placement is. Hides the aliens and their actions from view until the player's soldiers are in range and have on them, and enemies normally do not act at all until the squad initially comes within line of sight. Soldiers can carry items and perform special abilities; use of these items and abilities is controlled through a on the (HUD).
A few examples of abilities include firing on enemies automatically after they emerge, launching explosives, and healing allies. Soldiers can take cover behind walls and objects in the environment to gain a measure of protection. Units can use to disadvantage enemies, and use to maneuver around opponents. And dynamic camera movements emphasise particularly exciting gameplay moments, such as kill sequences and use of special abilities.
The game includes some elements, whereby the player's soldiers can gain new abilities as they survive more battles. The 'ant farm' view of the XCOM base in the strategy mode. The game's element occurs between missions. XCOM's underground headquarters is presented in a view dubbed the '. From this view, the player manages construction, manufacturing and research projects underway, and directs how the scientists and engineers use resources recovered from missions and received from XCOM's sponsors. A holographic view of the Earth called the 'Geoscape' allows the player to keep track of the situation around the world, ordering aircraft to intercept UFOs and dispatching soldiers to engage aliens on the ground. This also influences the panic level of XCOM's member nations.
Responding to situations in certain areas decreases panic, and ignoring them results in a rise in panic and potential for the nation to pull out of XCOM. The 'ant farm' also allows the player to observe the team of soldiers or exercising at the base's gym. A to soldiers killed in action is also viewable.
Passive bonuses are provided depending on which continent the player chooses for a base location. The player can better detect alien activity by launching and positioning them over territories of interest.
The game can be played on higher difficulty levels: Classic (in a reference to the original game) and Impossible, each with the option to enable the 'Ironman' option (which limits players to a single save file) separately for each. Jake Solomon, lead developer, stated on numerous occasions that he believes that the 'truest XCOM experience' is playing without the ability to reload saved games. On the higher difficulty levels, the random nature of battles, where soldiers under the player's command can permanently die from one enemy attack, the against-all-odds nature of combat against the unknown and technologically superior enemy, and the requirement to sacrifice some resources – including soldiers and even entire countries – for the greater good combine to create a bleak atmosphere where the player feels the weight of command.
The game also features a mode for one-on-one tactical battles. Players spend a predefined points budget on assembling a squad of up to six humans, aliens, or a mixture of both. Human units are customizable in terms of weaponry, armor and gadgets. A simplified version of the single-player system is also present. Alien units may not be customized but possess the abilities of corresponding aliens types in the single-player mode of the game.
Combat from the original 1994 game is retained, but some gameplay features of the original have been removed or adapted. The time units system, the always-visible grid map and the inventory system of the original have been removed. The initial mission phase of disembarking from the transport has also been removed – missions now begin with troops deployed outside the craft. Unlike in the 1994 game, only one XCOM base exists, the location of which is chosen at the beginning of the game. Although there are some differences in the interface between platforms, unlike other games such as Firaxis', the content is not simplified for the console versions. The PC version features a mouse-driven.
Development [ ] The game went into development in early 2008 as a 'very, very big budget' project with about 50–60 team members led by Jake Solomon. Its prototype was a straightforward remake of the original 1994 game with all the classic gameplay features. The game subsequently went through many revisions, and features were added, tested or removed to create the final result.
XCOM: Enemy Unknown was developed independently of 's XCOM (later rebranded as ), and although the two games are set in entirely different universes, the developers of both games were in contact with one another, As in the expansion Enemy Within, after researching Meld it says Dr. Vahlen discovered some records from the 60s which shows that maybe they were in the same universe.
Enemy Unknown was also the first title developed by Firaxis Games not to feature the name of, who served as the director of creative development but was not directly involved in the game's development day to day. The designers also made an internal board game to help get the 'feel' of the game right. The interface team was split into halves to develop separate GUIs for the PC and console releases. All members of the development team played and finished the original Enemy Unknown game – they were required to do so if they had not already when they joined the team. Roland Rizzo, who has been working with the X-COM series since the beginning, became the audio lead for the game and was tasked with reimagining and updating 's famous original music score., composer for, was also involved in creating the game's musical score. The series' art director Greg Foertsch was given the task of reimagining the look of X-COM, including redesigning the classic alien species. The aim was to have the characters resemble, and the result was a stylized, bright, flat-textured look.
Release [ ] XCOM: Enemy Unknown was first revealed on January 5, 2012. A playable demo of the game was available at (E3) in June 2012. Bonuses included the 'Classic X-COM Soldier' (a haircut for the player's male soldier based on the model for troops in the original 1994 X-COM) and the option to customize the aesthetic design of soldiers' armor.
Those pre-ordering the PC version on Steam also received bonus items for Valve's and a free copy of Firaxis' 2010 strategy game. The game's playable version was released on September 24, 2012 for, on October 9 for the (available for the Gold subscribers of the ) and on October 10 for the. Eight custom promotional XCOM: Enemy Unknown were produced in August 2011 by 2K Games and.
The machines were used to run tournaments of the game at various exhibitions including i47,, Play Expo and with the machines being awarded as prizes. XCOM: Enemy Unknown was released in stores on October 9, 2012 for North American consumers and on October 12, 2012 for Australian and European consumers.
The game was released for via Steam on October 9, 2012. On PC, two editions were released: a normal edition and a special edition which includes a variety of unique items, including an art book, a fold-out poster of the XCOM headquarters, an XCOM insignia patch, and a collection of digital bonus assets such as desktop wallpapers, soundtrack and more. An 'Elite Edition', containing all previously released DLC, was announced as a exclusive by on February 26, 2013 and was released on April 25, 2013. An, scheduled to be released in the summer of 2013, was announced during a panel on March 23, 2013. The game was released on June 20, 2013 at the for $19.99, at the time one of the most expensive iOS games ever released. The game was available digitally between June 16 and 30, 2016 on the Xbox 360 as part of Xbox Live's Games with Gold. XCOM: Enemy Within [ ].
Main article: An expansion pack, XCOM: Enemy Within was released worldwide on Steam and in retail stores on November 15, 2013. The pack retains the core storyline but adds a broad variety of content, including new weapons, special missions and the ability to enhance soldiers via genetic engineering or cybernetic implants. Both of those options consume an elusive substance called 'Meld' that can be obtained during battles.
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The game will also be coming to Mac and Linux via Feral Interactive. • Stapleton, Dan (June 1, 2015)...
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