Apoc'd Edits

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THIS is a dumping ground informal page for various editing hints for mainly Apoc'd v3.06c edits but also Apatcher.

READ THEM ALL. They are not in rough order. Please add your own.


'IT IS ASSUMED you know and understand Apoc'd and have experience messing about with the settings:
* you are editing Pentium versions of files.
* you have backups of your files.
* know that typical internal limit is 255 or 32768.
* explosives limit Power=250, Radius=25
* game settings changed sometimes only appear if you quit then restart the game, then reload your game.
* you can Alt-Tab and change savegame stuff, alt-tab back (Alt-Enter to full screen), and reload game instead having to quit each time.


Apoc'D

There are brief text explainations for settings within Apoc'd. Read them!

Accuracy

Accuracy = {100-value}. When accuracy is mentioned anywhere within Apoc'd.

Stamina

The values inside "Units Stats" for stamina is doubled. A value of 80 in the editor, is 40 in the game.
Note: 40 is the lowest value possible in-game.

Apocalypse FIXES

Superhuman Cityscape - Recyclotorium Two

Change ownership to Evonet, not X-Com.

Superhuman Cityscape - Lovecraft Block People Tube

see below: Lovecraft Block Tube Fix

All Cityscapes - Overspawn Walk Through Tiles

BUG Description: Overspawn Walk Through Tiles
These tiles listed have incorrect attributes.

  • The following tiles must have the WALK attribute changed to none:
280
299-333
480
890-899
911-912

Do not change any others. The attribute onto allows a UFO to crash land onto this tile.
This solves the Overspawn walking in circles through a building when it tries to destroy - it never will if the tile is incorrect!

Apocalypse USEFUL

Missing UFO - Transporter

Missing a research topic to complete all UFO entries, or need a Transporter?
Edit savegame, find "UFOs in Alien Dimension":

  • make the UFO quantity for any that you need 1↔3.

Once back in the game, the UFO should appear sometime in the next two weeks (usually). If you failed in capture or it failed to appear, try 3↔6 instead to give more chances. How many?
The total UFO count allowed is determined by "UFO Weekly Growth Rates" elsewhere in the editor (not savegames). Changing these values will only update in the new week.

Disruptor Armor - Enzyme Resistance

This must be an oversight. X-Com disruptor armor is 100%Damage to enzyme action. This should be ~25% in "Damage Modifiers" so that those who play without shields can be have less frustration.

Air-Trans - Quantity Reduction

Each airtrans has 5x cargo modules and 1x bio modules. If the value of the each capacity is set to 500 instead of the default of 50, you'll reduce the amount needed to move your stuff and then reduce the message "too many vehicle registered yadda..."

  • X-Com using a cargo or bio module has unlimited space. A.I. vehicles are limited its the stated capacity.

UFO & Buildings - Alien Loads

Make the game harder with better grouping. Soft-limit of 36total aliens per battlescape.

  • A group can only hold a maximum of 6 aliens of the same type, if more then 6 another group slot is used.
  • Maximum of 6 group-slots.
  • Maximum of 36 aliens.
    • eg: 6 groups of 6 different aliens with no-more than 6 of the same type in each group.δ

Apoc'd explaination: C=crashed, D=dropped into building.
Examples: Basic grouping without combinations.
3xAnthropods, 12xSkeletoids, 3xMegaspawn, 3xPsimorph, 3xMicronoid = 6xgroup
6xAnthropods, 6xSkeletoids, 9xChrysalis, 6xAlien Egg, 6xMicronoid = 6xgroup
9xAnthropods, 3xPoppers, 9xSpitters. = 5groups
12xAnthropods, 3xSkeletoids, 6xPoppers, 3xSpitters = 5xgroups
24xPoppers, 12xMegapspawn = 6xgroups
1xMegapsawn, 1xPsimorph, 1xAlien Queen, 18xSkeletoid = 6xgroups.
δ Aliens which don't use an inventory may be placed together within the same squad slot - experiment!.

Zorium Laser Fuel

Allow craft lasers to use Zorium instead of unlimited ammo.

  • Change all three laser weapons to use "150 zorium 1" (change to your preference.)
  • Change Vehicle Equip 2 to Zorium = Energen (gives another corp to be careful with)
  • Change Market to allow purchase zorium (week=1) and give a price and stock quantity etc.

Elerium Air Engines

Make elerium a critical game feature instead of just irrelevance.

  • Vehicle Equip 1 = change SD-air engines to use E-115 instead of fusionfuel.
  • Market = double the price or make it super expensive and rare (edit raid loot tables) so that road vehicles are more tempting! See bottom of page on how to to edit road hitpoints.

Useable Justice And Retribution

  • Vehicle Equip 1 = change justice ammo = 7, retrib. ammo = 3.
  • Market = slightly increase buy quantities AND missile price.
  • Vehicle Equip 3 = change speed and damage of both to +200%. Damage Maximum = 250.

Fast FAST UFOs

Increases chance of UFO escape if you keep shooting all down. Balances the game.

  • UFO Vehicles = +200% top speed.

Apocalypse MODS

HATE Everyone!

Default relations (not savegame), Press "V".
You may need to change so everyone doesn't hate X-Com.

  • XCOM (left then right screens, key combo) = M, 2, -, 27, enter, 0, enter.
  • this can be repeated for aliens too, but make sure that Xcom-Aliens are both -100.

See note above Civilians Like Before

  • Megapol might need to be changed if you don't like it.

Accuracy & Reactions

Accuracy = {100-number}. When accuracy is mentioned anywhere within Apoc'd.
  • If you want 95% accuracy for an agent as default, the entry is 5. Pretty simple!

Matching Reactions & Accuracy
If you want to match reactions with accuracy so that both are the same value for your edited agent:
1. Find the best reaction possible for this agent:

Best Reactions = [Base Reaction + Max Reactions Increase}.

2. To have the same attribute values for accuracy:

Base Accuracy = [100 - Best Reactions}

3. To reduce this high number so it become the same as reaction default values, insert:

Max Reactions Increase = Max Accuracy Increase

The final values when shown in-game for this agent will show identical bargraph lines for Reactions and Accuracy if done right.

Vehicle Equipment Layouts

Adding and altering module slots to add variety to craft which can be puchased.

  • Any vehicle not available to X-Com does not need a layout to conform. They can use a 1x1 cargo slot for each item. If the device is present, it will be used. Same limits apply however. eg: one engine, correct quantity of slots etc. however Hybrid/UFOs do not need or use an engine slot.
  • Three weapons and one engine maximum. More type-slots can be added but is does nothing. The game dos not swap to other weapons if one has run out of ammo.

Cargo 1x1 Made Larger

If you change a single cargo slot to be a 2x2 slot (and organise the layout so nothing overlaps), you cannot put anything into the slot when in-game.

  • Type: cargo slots are 1x1. (notice the "0" in the next line after "Cargo").
  • Type: engine/weapon slots are various sizes. (notice the "1" in the next line after "Engine" or "Weapon").

If you change the "0" to a "1", for any cargo slot you made, the game will allow you to place any module that will fit!

  • The visual orientation will then come into play. eg: "left, up", or "center,center" but this is only cosmetic.

Adding More Module Slots

Only one engine slot, up to three weapon slots and a total of 45 slots maximum.

  • The amount of slots on your edited vehicle must match the total count "Number Of Slots" which you have 'built' into the edited vehicle.
  • If you have been editing additional slots but they don't appear in the layout-editing screen, increase the slot quantity (max 45).
  • Count all the slots, insert that number at the top!

If the slot quantity is more than you edited in - the game will crash!

Conforming To Proper Layout

If placing equipment (not weapons or engine) into 1x1 module slots and it takes up other slots, those that are 'used' must have Filler placed where needed. If not, a classic example is the default Wolfhound APC with its 'magic' cargo module.

Any non-buyable craft do not need to use filler and can use 1x1 for each item since the player will never see the corrupt layout.

Modules Pre-Installed

  • The initial Valkyrie comes with modules pre-installed. If changing its layout, the game may act weird:
may crash if trying to select vehicle in menu bar
removing a module in Vehicle Equip Screen may enable unlimited removals of that module.
cannot insert equipment anywhere.
Solution: if adding more cargo slots to the Valkyrie, do not edit the 8 cargo slots which hold the Cargo and Pass modules OR if edited and is causing problems. Just sell the one you get at the start and buy another (new default vehicle does not have modules pre-installed).

Visit UFOs & Alien Buildings Early

Goto "Edit buildings", choose your difficulty, find "Building Function" in right column and change any building to a 51 to 58 (these are UFOs) or 39 to 48 (these are alien buildings)

  • Battlescape is the internals of the selected ship or and alien buildling.
  • No aliens apppear!
  • Defence Forces appears just as normal as any other Mega-Primus building.
  • Fires in the trench are not active.
  • You don't recover craft artifacts.

Cityscape Action

Illegal Flyer and Raid section (down the bottom of the menu): alternate them with raid and illegal flyer entries only!
Fill the right side of both Gangs/megapol and common orgs (ignore any "storm", "unknowns" etc.) as this will remove anything that is pointless such as "Treaty Signed" etc.

  • Increase vehicles parked default quantity to 25 and then edit savegame to have a large pool of military air vehicles for each organisation. Values don't need to match. Ignore road -anything- since A.I. does not use them.

BONUS: use Apatcher to increase Illegal Flyers to 10.
Too much illegal flyers? Use a ratio of 4x raid/1x flyer instead.
0=nothing
1=attack
2=raid
3=storm
4=unused 1
5=unused 2
6=illegal flyer
7=unused 3
8=unused 1
9=unused 2
Only #0, #2, and #6 do anything worthwhile.

Limiting Score

Score is used for: research, vehicles, agent equipment 1, unit stats. If very low or zero, the technology race (only craft devices and alien weapons ⊗) will progress at a -much- slower appearance rate. ⊗ Defence forces do not acquire exotics based on your total tactical score, so if raiding is your thing...

Using Stun On Others

...by editing your battlescape savegame.
Battlescape > Edit Savegame > Battlescape
find: Stun level (?)
It is very easy to knock-out all units which are susceptible to stun (normal health is under 255). Enter a value of 250 and most of not all, will be sleeping for about 4 to 5 minutes (RT) of game time. Obviously high health units won't be...
Change high-health-units to be either: lost some health or edit globals before game start to not be ever 250 health.
If the mission does not end after reloading AND you know no high-health aliens were present, to force an end either:

  • stun an agent with a stun-gas grenade, or mind-stun.
  • kill a sleeping hostile.

or the confirmed-works way is to use one agent to exit the battlescape via blue-exit-tile.
Note: anytime any mission does not end when playing normally, using the one-agent-exit method will always work to conclude the mission. (particularly useful on Neutral base Raids)

Neutral Base Raids

Enemy action with neutral organisations is possible when changing "Organized Crime" so that a base raid is possible by friendlies.
Note: Ten base defence missions in a row (each timer set to 1, 2, 3 etc. never 0) may trigger the "Please Insert CD" message. Savegame immediately after each base mission, then press Ultra-Time to get next one until all ten you allocated eventually complete (takes 50minutes game time).

  • No one will shoot. Do not kill anyone!
  • To end the Base Defence mission: stun a unit with gas or mind - grapple doesn't seem to trigger end mission OR escape with one unit.
  • Score will be zero for everything. All items irrelevant of status of neutral user will be recovered! Free stuff!
  • Do not use one agent for base defence. Sometimes the mission does not detect a stun so escape-blue-exit method is the only way to complete it. You cannot escape with one guy. The base will be lost! Minimum of two agents for any of this "neutral base raid" funny business. ...cheater!

Maximum Units

60 is the limit.
Use Apatcher to change "ground force limits" = 56 (and not any higher than that!) then
Use Apoc'd to edit cityscape > organisations > "average guards" = 56
for all except x-com, aliens, and civilians.
Maps may become jerky from many units if 56 total are used. The more agents you use, the less NPCs are present. Warning about missing facilities not being drawn in base defence missions due to too-much-to-draw.

Civilian Killer

Everybody wants to kill civilians. If they appear, they are hunted!
Note: Relations - edit SAVEGAME, not EXE files.
Key combos:

  • Civilain (selected, left side) = M, 2, -, 53, enter, -100, enter.
  • Civilian (selected, right side, at bottom) = M, 1, -, 26, enter, -100, enter. (repeat again for second civ entry).
  • Press S.

Note: If starting a new game, the civilians will always start as neutral to everyone. At every new game, the new savegame must be edited to make the civilians hated and hunted. Obviously this is done once per new game. Civilians cannot alter their relations value so they will always be like what you sey them to be. If X-Com is hostile, your troopers will waste ammo and you will get -10 score per civ killed. Any killed will be -10 for X-Com doesn't matter who killed them.

Cheat Weapons

Weapon: Stun Grapple

  • speed = 75
  • power = 250
  • accur = 5
  • delay = 5
  • tail = 5
  • range = 2400
  • lifetime = 4800
  • weight = 1

also change ammo charge quantity to 30 and charge rate to 15

Weapon: Autocannon IN Clip (the clip, not the weapon):

  • speed = 75
  • power = 250
  • accur = 5
  • tail = 5
  • delay = 12
  • range = 2400
  • lifetime = 4800
  • damage type = explosive (first one)
  • weight = 1

also change ammo quantity to 95 for clip AND the gun.

Destructable Exit Cells

Copy 48gate/mapunits/groundmap.dat to 28slums/mapunits/groundmap.dat
Update: some cells adjacent to exit tiles are no-step. It is a minor problem which is does not affect anything else.

Apocalypse OTHERS

Explosion Limits

  • If changing grenade properties, do not change ANYTHING except "power" and "radius" within "Agent Equipment 3" screen. Guns and other stuff is no problem and can be changed easily. Weight can be edited but never 0 (zero).
  • When changing the explosive power of something, the explosive radius MUST be 10% or more of the power. eg: power=95, so radius must be 10 (not 9.5). No decimals! If a massive blast propagates across the battlescape in your game, the game will crash very soon after.
If changing the blast power and radius of any explosive within "Edit Cityscape", make sure to check the other screen "Edit Battlescape" and check that the settings you have changed are the same.

Yes, 250/25 works perfectly with Poppers!

Moving A UFO Using X&Y

This is used to move a stuck UFO etc. Making it "Owner = XCOM" to make it force-fly somewhere won't work. Its stuck!
Use Apoc'D, editing a savegame. Note: X= 0↔100, Y= 0↔100
Find your UFO you want to change in the vehicles list.
1. Find its current location, then make a note of it, then decide a new location.

Current X position (don't change just yet)
Current Y position (don't change just yet)

2. Find these same numbers in the long list and insert your new co-ordinates into the X & Y of the following:

Unknown X position 1
Unknown Y position 1
Unknown 42 (insert X position here)
Unknown 43 (insert Y position here)
Unknown X position 3
Unknown Y position 3

3. What size is your UFO? Small or big? Look at "Size X (?)". It is either 0, 1 or 2.
4. Find this:

Unknown X position 2
Unknown Y position 2

Add either a nothing or 1 or 2 to your new co-ordinates you chose earlier. and stick the values in!
Explaination: Unknown X,Y Position 1 (noted above) is the "top-left" of the UFO co-ords, whereas Unknown X,Y Position 2 is the bottom-right UFO co-ords. Depending of the size (small = 0, medium = 1, large = 2), you must make all UFO tiles appear together, as normal.
5. Go back to Step 2 and copy the same values into Step 1.
6. Press S.

Moving A UFO In-Game

7. Make the UFO move to a new area, in-game:
Find:

Destination X Position
Destination Y Position

and

Target Type
→ Target X Position
→ Target Y Position

then change these four values to different numbers (from step 1).
8. Press S.
Height (Z) value? Z=1↔11. If you changed height, it is best to change all altitude values to 11. Large UFOs will move instantly to Z=9 if they move.

Reference: Height Values

Height Autonomous
11 highest
10
9
8 high
7
6
5 medium
4
3 lowest
2
1 landed
  • If manually controlled, any height between lowest and highest is possible.
  • Large UFOs cannot go higher than 9.

Unknowns

These are Unknowns that are known:

  • Edit Savegame, Edit Battlescape, Edit Units:
    • "Unknown 7" is the squad number in which this agent is assigned on the battlescape. Starts at zero (0) for squad number 1. Goes up to nine to denote ten squads!

Fusion Powerfuel Capacity

The maximum capacity is 32. If higher, the value wraps around to negative. eg: fuel load of 60 will wrap to -28.

Manufacturer X-Com

If the manufacturer of any vehicle equipment is set to "XCOM" then the game automatically designates this item as an alien artifact. eg: If X-Com 'makes' Bolter4000 craft guns, then it will be an artifact in the sell/buy screen.

  • Bio-modules will be artifacts if installed as default on purchased vehicles. They must be researched (and possibly one built) to be able to be used by X-Com. NPC vehicles do not matter.

UFO Spawns

Increasing the quantity of UFOs available each week will become monotonous. Appearances are always Motherships ⇒ Probes. It will become boring having to kill the same each week. Changing the spawn quantities and types for each week so that nothing is redundant is a OCD nightmare fine art. Even the designers of the game made errors!

Equipment Sets (Built-In)

If not grown-in weapons, the game ignores this!

  • These can be set to nothing/zero for all aliens which use hand-held weapons. Aliens which use grown-in weapons should not be changed.
  • This applies to humans also.
  • Both the "Edit Cityscape" and the "Edit Battlescape" menu must be changed to be identical.
  • The loadout of equipment will then depend only on the Equipment Sets (Score) which is easier to edit.

Equip NPCs

Equipment Sets (Score) is easy to edit, but tedious.

  • the third last part of the equipment loadout can use -anything- valid (no cut items, grown-in). It does not mean that an NPC will use it in batle, its just is included into their item drops when they are dead. This can make stun raids wildly profitable.

Popper Bombs As Equipment

Don't bother.
If this weapon is given to humans, it will crash the game with Page Fault when used. If the NPC 'fires' their gun (the grown-in weapon) they blow up (sometimes) as expected, leaving no trace of corpse or anything they were carryng. If they kill (instant or bleed to death) someone else from their explosion and that NPC had a popper bomb as well = game crash!
The only thing that doesn't crash the game is MC the carrier, detonate their bomb away from others.

No Equipment Magic Grenade

Edit: Equipment Sets (Score)
If all sections for aliens and human are made empty, all the units with be given a 'placeholder grenade' at the start of any battlescape. This grenade (AP type) cannot be dropped, recovered, or used.
To avoid this thing, give a weapon which uses ammo, but don't give ammo!

Apocalypse Random Stuff

  • 255 (8-bit value) maximum for any weapon damage (eg: see Agent Equipment 3, Queenspawn Tentacles).
  • 32768 (16-bit value) maximum for cityscape weapons eg: range = 1600, lifetime = (range x3) or if tracking lifetime = (range = x10) weapon for crafts (not agent eqipment) then use 32000 since missile will fly for a looong time.
  • Facility: Storage and Alien Cont. maximum 30000 space
  • Don't do ridiculous quantities. eg: 20000 Hoverbikes for purchase.
  • Area effect types of damage should have a size of one tenth (but only whole numbers - no decimals!). (no more than 250 damage)
  • Useful range is stated on weapon ingame, overshoot (projectile lifetime) range is not. Should be x3 useful range to make it realistic. Can be up to x10 if it is guided.
HELLO & CHEERS to J'ordos for including that hint into Apoc'D. Thanks!
  • Range in editor should be divided by 16 to get cell distances ingame. - MAY NOT WORK
  • Accuracy is reversed. A value of 95 in editor = 5% accuracy ingame.
  • Turn Rate values don't seem to matter with projectile speed. A 96 turn rate is roughly as round as a launch tube.
  • Lower the value for Tail Size to under 10 for all weapons. Helps with game engine speed irrelevant of CPU power.
  • Speed above 65 (100 max) for craft guns means most, if not all, will hit a Fast Attack.
  • Proximity Trigger: 0 = normal grenade, 1 = normal prox mine, 2 = boomeroid type action.
  • Values less than 5 (never 0) for Fire Delay MUST have very short tail sizes. Game becomes very slow when engine is struggling to draw.
  • If changing ammo quanitites of clips inside of AGENT EQUIPMENT 2, you must also change weapon clip size (both must be done)
  • Non player craft can use up to three useable weapons. Graphic corruption if player craft.
  • Set cargo module capacity to 500 - doesn't matter for player but at least you won't have ridiculous swarms of airtrans if buying bulk.
  • Destroyed UFOs?? Set "Remaining HP before downed" to 50% of constitution.
  • Make all weapons commonly used by aliens (including the "ingrown" weapons) set to weight of 100.

Apatcher

This program can enable the cityscape editor. Some warnings about changing or making cityscape maps:

  • Copy and paste your UFODATA folder to somewhere safe.
  • Read the readme file with Apatcher. Some options within the cityscape editor will destroy your installation hence, you copied the folder as a backup.
  • Do not use "Grabbers". They all point to folders which do not exist. Will cause errors.
  • the "Building Data" is most useful but can easy destroy your progress - save your edited map often.
  • right click on the tile selection arrows for fast scroll

Cityscape Editing Errors Hints

Buildings
If changing building size, do not make them smaller than the smallest available eg: the size of the warehouse, in map cells.

  • the home-cell can be multiple for one building, but only one is used and if its destroyed, others don't work.
  • do not have less than four government buyable buildings - and they must include at least one slum. Less is possible but UFO A.I. may act very stupid.
  • road ramps into terrain which covers the ramp partially can still be driven through. Take more care when building ramps underground or through buildings.
  • people tubes only matter for actual foot transport for X-Com only since aliens will move from building to building regardless if a people tube was never made, destroyed, or not connected properly.
  • missing ground tiles (the section becomes corrupted) does not matter since it is visual only. Take more care when making your map.
  • hovering buildings are possible, but if something impacts it, it may collapse.
  • every building must have a home cell. launch tubes are not strictly necessary.
  • people tube terminations and 'flow' must be correct for the tubes to be able to transport your units properly.
  • people tubes of any sort are not necessary. If they were not built, your units cannot move on foot.
  • buildings which are completely underground and do not have any destroyable sections above ground will cause illegal flyers and UFOs to aimlessly move about ...forever.
  • Do not overlap building co-ordinates when changing with Apoc'd.


Extremely tedious. Changing the whole layout of the city and its building locations (X,Y values determined manually) will be...

Road
There is a limit of aprroximately 500 'junctions' per cityscape map.

  • the game will not start your map if a complex road network was built. you must reduce the T and + intersections to under 500 if the message appears. ...you'll know when.
  • some very high roads will not be chosen as a path. Keep them under level five if possible. This is not a rule.
  • a road section will collapse between supports, avoid long runs like Medium difficulty cityscape design.
  • The A.I. is stupid! Don't make complex roadways or limited access roads, the AI cars will drive in loops, going nowhere.

Apatcher Options

Setting the UFO Spawn Frequency to zero makes the game so much more fun!! UFO Frequency is opposite! The timer between UFO missions ticks over: 50=twice faster, 25=four times faster, 5=20times faster etc. whereas 200=twice slower. UFO appearance will depend on available craft within the alien dimension.

Cityscape Editor

The cityscape is made up of just over 900 unique tiles. To fast-scroll the tile selection in the editor, RMB on the scroll arrows.

The Tiles

Use Apoc'd Editor to Edit Tiles then Mega-Primus.

Tiles Use
1 In-fill - Dirt
2-12 Grass - flat
13 Launch Tube - modern
14-30 Road - modern ground
31-51 Road - modern elevated
52-59 Road - modern ramp
60-71 Grass - slope
72-93 People Tubes - modern
94-109 Trees
110-113 Citywalls
134-168 Generic Building - HQ, Office, Apartments etc. Δ
169-176 Grass - wild
177 Launch Tube - slum
178-194 Road - slum
195-207 Building - Slums
208-211 People Tube - slum
212-225 Debris
226-232 Building - Rescue Station
233-239 Building - School
240-252 Building - Turd Farm
253-266 Building - Warehouse
267-278 Building - Cult Temple
279 unused
280-287 Building - Arms Factory
288-298 unused
299-313 Building - Flyer Factory
314-339 Building - Construction Factory
340-355 Building - Robot Factory
356-369 Infill - bulk sections
370-397 Building - Car Factory
398-412 Building - Recyclotorium
414-467 Building - Procreation Park
468-564 Building - Space Port ‡
565-611 Building - Hospital
612-631 Building - Sensodrome
632-657 Building - Police Station
658-702 Building - Power Station
703-718 Building - Water Purifier
719-781 Building - Senate
782-823 Building - Large Flyer Factory
824-874 Building - Astrodome
875-883 Ground - concrete circular motif
884-889 Building - Hydrofarm
890-908 Generic Building - HQ, Office, Apartments etc. Δ
909-932 Building - Shopping Mall
933-936 Home-Cell
937-940 Home-Cell Underground Ramps
941-946 Generic flat concrete
947-951 Road Supports - modern
952 In-fill - Grass
953-956 Road Dead End - modern

Δ Generic Tiles which make up most of the non-specific buildings. They are usually paired with another to make a two-high building segment but can easily match with others.
‡ Tiles typically used for Transtellar Space Port can be used by others. eg: a fence for Nightingale Tower (hospital at NE corner Superhuman Map).

All building tiles should have double constitution to reduce catastrophic collapse which detracts from the game. Slum and Generic tiles are especially weak.

Warnings: Cityscape Tiles

Do not change anything except bug fixes and:
Constitution: any value between 5 and 250 but no more than 255.
Mass: any value between 1 and 10.
Strength any value between 5 and 100.

  • Mass and Strength only matter if an adjacent tile is destroyed. Mass is relevant to the tile above the hole and its potential to pan-cake the tiles below, when falling. Strength is resistance to destruction when a tile is crashing down on it from above.

⊗ It becomes complicated when trying to match tile attributes versus weapon damage for fine tuning.

All others will either make the game behave strangely to varying degrees or, when changing Score, outright crash the game.

Lovecraft Block Tube Fix

The slum-style people tube at the north-west corner of this building needs a "people tube junction" tile to work properly.
Place tile 208 on 36,84,8 then place 207 at 36,84,9. Pretty simple and easy fix!

Useful Apatcher Options

Roadwar Clone

Using the chart above to know what numbers mean which tiles, change tiles: 13-59, 177-194, 933-940, 947-951.

  • Constitution=255
  • Mass=2
  • Strength=100

You have just made all roads invunerable!!

  • Experiment!

OPTIONAL: Fixing SH Map

Fixes bug: Road vehicles Looping

The road system in the Superhuman Cityscape needs some corrections/additions to make the AI not so stupid with pathfinding (and preventing Ultra-fast timespeed). Use Apatcher to enabling citymap editing. Road connections that help the AI not be dumb: (x,y,z)

  • 29,88,1 join to 45,88,1
  • 64,82,1 join to 70,82,1
  • 88,52,1 join to 88,28,1
  • 58,40,1 join to 58,34,1
  • 58,64,1 join to 58,56,1
  • 44,52,1 join to 40,48,1
  • 09,54,1 join to 09,51,1
  • 14,46,1 join to 14,40,1

and possibly this, but not necessary:

  • 71,68,1 join to 82,70,1

Use road sections relevant to the local area and make sure to orientate the T-sections correctly.

Visual Improvements

Some sections of road could be improved. Any road going under the city wall should be either #17 or #19.

Should be #50

  • 51,06
  • 61,16
  • 63,43
  • 06,58

Should be #51

  • 62,15
  • 73,17
  • 88,06
  • 92,57
  • 64,77
  • 25,51
  • 45,87
  • 55,24
  • 83,87
  • 48,25

No Connection

  • 36,84,8 to 36,83,8 (needs #208 to work)

Missing Tiles

  • #528 at 12,83,7
  • #526 at 11,83,7
  • #524 at 10,83,7
  • #518 at 09,83,7

Copy the missing tiles to the other two buildings on the Superhuman cityscape.

  • #442 at 77,85,3
  • $443 at 80,83,3

Fix the other one too.

Cityscape Name Limits

It is possible to have 135 buildings in any cityscape. The names of buildings match with their purpose and if having too many of the same function, the game will give either excess buildings names which don't belong (eg: "Rescue Three" to a slum), or simply name them all "Building".
If building a new map, building type quantity must be limited so that they can be assigned the correct names. Do not build more than what is the maximum limit for that type is as listed in the chart:
shown in order of appearance in "Edit Buiildings" cityscape list

Building Style Maximum Quantity
Senate 1
Police Station 5
Hospital 2
School 3
Rescue Station 3
HQ or Office 19 ♥
Space Port 2
Sensodrome 3
Astrodome 3
Procreation Park 2
Shopping Mall 2
Apartments 8 ♥
Luxury Apartments 4 ♥
Hydrofarm 3
Recyclotorium 3
Water Purifier 3
Appliance Factory 3 ♥
Arms Factory 3
Robot Factory 3
Car Factory 3
Flyer Factory 3
Large Flyer Factory 3
Construction Factory 3
Slums 25
Warehouse 12
Power Station 2
Recyclotorium 3
Temple 6

♥ these buildings use generic tiles in their design - build them how you want!

All building externals can be bult as slums but their purpose should be relevant to the company that owns it. eg: a robot factory does not need to look like a robot factory on the cityscape, but it should be a robot factory internally and be owned by cyberweb. Ownership can be whoever.